Sei sulla pagina 1di 45

40K character generator and character sheet

This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy or Deathwatch character and to advance an existing one when you gain experience.
It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daemon Hunter, The Lathe Worlds, The Book of Judgement),
Rogue Trader (Core Rulebook, Into the Storm, Hostile Acquisitions) and Deatchwatch (Core Rulebook, Rites of Battle, First Foundings)

Tips: Always use the blank sheet to start a new character, not a previously used one as some formulas are overridden when tick boxes are used.
I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure the workbook is correctly reset.
OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook to ensure all dropdown menus are calculated correctly. Save the .xls file as an .ods and reload before starting data entry. Macros will NOT work.
LibreOffice users should note that the macros will work but there is problem with alignment of all the tick boxes on the skills sheet and recalculation speeds are so slow as to make the sheet unusable on all but the fastest machines.

Instructions
First fill in your basic character details on the Character Generation sheet. You can change the Orange Title from Rogue Trader to Dark Heresy or Deathwatch depending on your adventure setting.
Note: The implementation of Grey Knights falls somewhere between the Dark Heresy and Deathwatch rules. As such they have their own setting.
The light blue cells indicate areas to enter data. Some of these will become available or unavailable depending on other options chosen.
Sample Data Entry Cell
If your character has mutations then add them to the Mutations sheet. This is also used to add in malignancies (caused by corruption) and disorders (from insanity) as your character advances.

To spend XP go to the Skills and Talents sheets.


On the Skills sheet you can tick the available skill advances (shown with a blue background). If the text is greyed out then you have not met the prerequisites.
Some skills will already be ticked and have zero XP cost if they were acquired as part of your origin path or career. XP values can be adjusted if taken as an elite advance with a different XP cost.
On the Talents sheet you can see the talents for which you qualify. Tick the appropriate box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if taken as an elite advance.
If the talent has an associated option the drop down menu to the right of the option will highlight in blue and you should select the appropriate option from that menu.
Finally switch to the Shop sheet and mark the items you own and carry then move to the Equipment sheet to equip your armour and weapons.

The Advancement sheet is for adding in XP gained and levelling up. Select the next rank when you have spent enough XP to cross a level boundary.
You can also increase your characteristics on this sheet, enter elite advances not available elsewhere and adjust values such as insanity, corruption and fate that change during game play.
Note: When reaching a new rank you may find some previously chosen skills become available at a lower cost (particularly in Deathwatch) and the sheet automatically assumes you have taken the lower cost option. This may mean your XP spent goes down!
To get around this problem, put the difference in the XP cost into the "other" cell in the XP spent summary. i.e. If the XP went down by 200, add 200 into the "other" cell.

If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers sheet is used to select your psychic powers dependant on your Psy rating and talents or to buy Ascended powers.
If you are playing Deathwatch and want to design your own Chapter using the rules from Rites of Battle, this should be done on the "Chapter" sheet before creating your character.

All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Modern style Character Sheets show all the information in differring formats and the Text CS can be used to export (cut and paste) to other applications using the stand book notation.
The Talent Summary sheet can also be printed. It contains a summary of the talents descriptions, influence talents and the combat rules, useful for new players. The Gear summary can also be printed if you have too much to fit on the character sheet.
Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available to your character. It can be printed and turned to face the appropriate direction when in combat.
Characters can be saved and loaded from the Character Generation sheet. The save process creates a small .rtc file that can be loaded at a later time. To do this you must enable macros, however in OpenOffice or new versions of Office for Mac macros will not work.
The save files will allow you to continue to develop your characters in future releases of this spreadsheet without the need to re-enter all the details.

You can also adjust the behaviour of the workbook by adjusting the options on the Character Generation sheet, i.e. whether an expansion book is allowed. Note these options are not saved with the character.
If you find errors in the spreadsheet or have enhancement requests, feel free to contact me via email or the forum.
The 40K setting and RPG design are © Black Industries, Fantasy Flight Games and Games Workshop and are used with thanks by a fan.
The programming and design of the sheet remain © Daryl Tose 2010-2012 (drt@blackmoor.org.uk)
Visit the webpage below for links to the forum and to download the latest release.
http://www.blackmoor.org.uk/40K.html
Character Creation Version 6.45 Dark Heresy
Characteristics Rolled (2d10) Background Bonus [1] Starting Value Options
Weapon Skill (WS) 20 20 Character Sheet Colouring Colour [2]
Ballistic Skill (BS) 20 20 Allow Inquisitors Handbook Yes
Strength (S) 20 20 Random dice rolls Allow Ascension Yes [3]
Toughness (T) 20 20 1d5 4 Allow Into the Storm Yes
Agility (Ag) 20 20 1d10 7 Allow Into Hostile Acquisitions Yes
Intelligence (Int) 20 20 2d10 8 Allow Radicals Handbook Yes
Perception (Per) 20 20 1d100 7 Allow Blood of Martyrs Yes
Will Power (WP) 20 20 Allow Rites of Battle Yes
Fellowship (Fel) 20 20 Allow Daemon Hunter Yes [4]
Allow First Founding Yes
Rolled Values Current Value XP to Spend Allow Lathe Worlds Yes
Character Name Wounds (1d5) 400 Allow Book of Judgement Yes
Player Fate (1d10) Use Errata weapon stats Yes [5]
Career Insanity
Corruption House Rules
Handedness Rank 2 (Rogue Trader) XP starts at [6] 7000
Allow invalid backgrounds [7] No
IH Background xp affects rank [8] No
Origin path Home World Divination (1d100) Starting Talents Starting Skills Background Allow Web enhancements [9] Yes
Options Adjust for Power Armour [10] Yes
+2 Psy Rating from Unnatural WP [11] No
Allow free origin path choice [12] No

Character Description
Mutations Corruption and Malignancies Insanity and Disorders
The descriptions and effects of some of the mutations differ in the Rogue Trader and Dark Heresy settings. Ensure you select the version from your game setting.
Dice Rolls 1d10 6 1d5 2
2d10 9 1d100 41
Rogue Trader
Gained Mutations Adjustments Corruption levels Tested Characteristics Insanity Mental Trauma Disorders
1-5 : Grotesque 10 10
6-10 : Tough Hide 20 20
11-15 : Misshapen [13] 30 30
16-20 : Feels no pain 40 40
21-25 : Brute 50 50
26-30 : Nightsider 60 60
31-35 : Mental Regressive [14] [15] [16] [17] 70 70
36-40 : Malformed hands 80 80
41-45 : Tox blood [18] [19] 90 90
46-50 : Hulking 100 Retired 100 Retired
51-55 : Wyrdling [20] [21] [22]
56-59 : Vile deformity
60-63 : Aberration [23] Gained Malignancies
64-67 : Degenerate mind [24] [25] [26] Palsy [27]
68-70 : Ravaged body [28] Dark Hearted [29]
71-74 : Clawed/Fanged Ill-fortuned
75-78 : Necrophage Skin Affliction
79-81 : Corrupted Flesh Night Eyes
82-85 : Venomous Morbid [30]
86-89 : Hideous strength Witch-Mark A Machine of Flesh
90-91 : Multiple appendages Fell Obsession Brute
92-93 : Worm Hatred Clawed/Fanged
94 : Nightmarish Irrational Nausea Feels no Pain
95 : Malleable Wasted Frame [31] Nightsider
96 : Winged Night Terrors Tough Hide
97 : Corpulent Poor Health [32] Venomous
98 : Shadow Kin Distrustful Regeneration
99 : Corrosive bile Malign Sight [33] Sonar Sense
100 : Hellspawn Ashen Taste Sturdy
Navigator Mutations Bloodlust
1-15: Strangely Jointed [34] Blackouts
16-30: Elongated Form [35] Strange Addiction
31-45: Pale and Hairless
46-55: Dark Eyes
56-60: Withered Form
61-65: Bloated Form
66-70: Membranous Growth
71-80: Inhuman Visage
76-85: Fingers like Talons
81-85: Needle Teeth [36]
86-90: Disturbing Grace
91-95: Strange Vitality
96-100: Unnatural Presence
Dark Heresy
Minor Mutations
1-20 : Grotesque
21-30 : Tough Hide
31-40 : Misshapen [37]
41-50 : Feels No Pain
51-60 : Brute
61-70 : Nightsider
71-80 : Big Eyes
81-85 : Malformed hands
86-89 : Tox Blood [38] [39]
90-99 : Wyrdling
100 : Major Mutation
1-25 : Vile Deformity
26-35 : Aberration [40]
36-40 : Degenerate Mind [41] [42]
41-50 : Ravaged Body [43]
51-60 : Clawed/Fanged
61-65 : Necrophage
66-70 : Corrupted Flesh
71-75 : Vile Alacrity
76-80 : Hideous Strength
81-85 : Multiple Appendages
86-90 : Worm
91-92 : Nightmarish
93-94 : Malleable
95-96 : Winged
97-98 : Corpulent
99 : Corrosive Bile
100 : Hellspawn
Skill sheet XP Spent on Skills XP to Spend
0 400
Misc Bonus
Name Stat Basic Trained +10 +20 Specialism [44]XP [45] Value [46]
Acrobatics Ag
Awareness Per ü
Barter Fel ü
Blather Fel
Carouse T ü
Charm Fel ü
Chem-Use Int
Ciphers Int
- Occult
- War Cant
- Secret Society
- Throne Agent
- Inquisition
- Acolyte
- Underworld
Climb S ü
Command Fel ü
Commerce Fel
Common Lore Int
- Adeptus Arbites
- Adeptus Astartes
- Adeptus Astra Telepathica
- Adeptus Mechanicus
- Administratum
- Ecclesiarchy
- Imperial Creed
- Imperial Guard
- Imperial Navy
- Imperium
- Koronus Expanse
- Machine Cult
- Navis Nobilite
- Orks
- Rogue Traders
- Tech
- Underworld
- War
Concealment Ag ü
Contortionist Ag ü
Deceive Fel ü
Skill sheet XP Spent on Skills XP to Spend
0 400
Misc Bonus
Name Stat Basic Trained +10 +20 Specialism [44]XP [45] Value [46]
Demolition Int
Diplomacy Fel
Disguise Fel ü
Dodge Ag ü
Drive Ag
- Ground Vehicle
- Skimmer/Hover
- Walker
Evaluate Int ü
Forbidden Lore Int
- Adeptus Astartes
- Adeptus Mechanicus
- Archeotech
- Daemonology
- Heresy
- the Inquisition
- Mutants
- The Black Library
- Cults
- Psykers
- the Warp
- Xenos
- Ordos
- Officio Assassinorum
Gamble Int ü
Inquiry Fel ü
Interrogation WP
Intimidate S ü
Invocation WP
Lip Reading Per
Literacy Int
Logic Int ü
Medicae Int
Navigation Int
- Surface
- Stellar
- Warp
Performer Fel
- Dancer
- Musician
Skill sheet XP Spent on Skills XP to Spend
0 400
Misc Bonus
Name Stat Basic Trained +10 +20 Specialism [44]XP [45] Value [46]
- Singer
- Storyteller
Pilot Ag
- Civilian
- Military
- Space Craft
Psyniscience Per
Scholastic Lore Int
- Archaic
- Astromancy
- Beasts
- Bureaucracy
- Chymistry
- Codex Astartes
- Cryptology
- Drusian Chronicles
- Heraldry
- Imperial Warrants
- Imperial Creed
- Judgement
- Legend
- Navis Nobilite
- Numerology
- Occult
- Philosophy
- Tactica Imperialis
Scrutiny Per ü
Search Per ü
Secret Tongue Int
- Administratum
- Ecclesiarchy
- Military
- Acolyte
- Throne Agent
- Gutter
- Tech
- Background
Security Ag
Shadowing Ag
Silent Move Ag ü
Skill sheet XP Spent on Skills XP to Spend
0 400
Misc Bonus
Name Stat Basic Trained +10 +20 Specialism [44]XP [45] Value [46]
Sleight of Hand Ag
Speak Language Int
- Eldar
- Explorator Binary
- High Gothic
- Low Gothic
- Ork
- Kroot
- Stryxis
- Tau
- Hive Dialect
- Tribal Dialect
- Techna-Lingua
- Trader's Cant
Survival Int
Swim S ü
Tactics Int
- Air Combat
- Armoured Tactics
- Assault Doctrine
- Defensive Doctrine
- Orbital Drop Procedures
- Recon and Stealth
- Void Combat
Tech-Use Int
Tracking Int
Trade
- Agri S
- Apothecary Int
- Archeologist Int
- Armourer Ag
- Artist Ag
- Astrographer Ag
- Cook Int
- Cartographer Ag
- Copyist Int
- Embalmer Int
- Mason Ag or Int
- Scrimshawer Int
- Miner S
Skill sheet XP Spent on Skills XP to Spend
0 400
Misc Bonus
Name Stat Basic Trained +10 +20 Specialism [44]XP [45] Value [46]
- Soothsayer Fel
- Technomat Int
- Merchant Fel
- Prospector S
- Smith S
- Tanner S
- Valet Fel
- Wright Int
Wrangling Int
Skill Mastery (Ascension only) Acquired
Athletic Mastery Acrobatics, Climb, Contortionist, Dodge, Swim
Commerce Mastery Barter, Evaluate
Common Lore Mastery Common Lore (all skill groups)
Cryptological Mastery Ciphers (all skill groups), Secret Tongue (all skill groups)
Decadent Mastery Carouse, Gamble, Performer (all skill groups)
Charismatic Mastery Blather, Charm, Command
Driving Mastery Driving (all skill groups)
Fieldcraft Mastery Navigation (surface), Survival, Tracking, Wrangling
Forbidden Lore Mastery Forbidden Lore (all skill groups)
Investigation Mastery Inquiry, Interrogation, Intimidate
Linguistic Mastery Lip Reading, Literacy, Speak Language (High/Low Gothic, Ship Dialect, Trib
Observation Mastery Awareness, Scrutiny, Search
Piloting Mastery Pilot (all skill groups), Navigation (Stellar)
Scholastic Lore Mastery Logic, Scholastic Lore (all skill groups)
Shadow Craft Mastery Deceive, Disguise, Security, Sleight of Hand
Stealth Mastery Concealment, Silent Move, Shadowing
Tech Lore Mastery Chem-Use, Demolition, Medicae, Tech-Use
Warp Lore Mastery Invocation, Psyniscience
Character Anonymous XP to Spend 400 Key
Career None chosen, see Character Generation Sheet Talent available

Rank 1 Prerequisites not met

Talent possessed
#REF! #REF!

Talent XP cost Bought Prerequisite Description


FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
Character Anonymous XP to Spend 400 Key
Career None chosen, see Character Generation Sheet Talent available

Rank 1 Prerequisites not met

Talent possessed
#REF! #REF!

Talent XP cost Bought Prerequisite Description


FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
Character Anonymous XP to Spend 400 Key
Career None chosen, see Character Generation Sheet Talent available

Rank 1 Prerequisites not met

Talent possessed
#REF! #REF!

Talent XP cost Bought Prerequisite Description


FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
Character Anonymous XP to Spend 400 Key
Career None chosen, see Character Generation Sheet Talent available

Rank 1 Prerequisites not met

Talent possessed
#REF! #REF!

Talent XP cost Bought Prerequisite Description


FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
FALSE
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Backpack Holds stuff up to 50kg 1 10 Plentiful Yes Gear Clothing & Personal Items Core
Cameleoline Cloak +20 to concealment; when standing still, wearer counts as one Range bracket further away when targeted 0.5 500 Rare Yes Gear Clothing & Personal Items Core
Charm depending on charm, could lead to lucky moments at DM discretion Var Average Yes Gear Clothing & Personal Items Core
Chrono keeps time 40 Abundant Yes Gear Clothing & Personal Items Core
Clip/Drop Harness +30 to climb tests to descend, cannot fall 2 25 Common Yes Gear Clothing & Personal Items Core
Clothing shows stance and worth Var Abundant Yes Gear Clothing & Personal Items Core
Explosive collar Fit on Helpless or Unconscious target; can explode remotely up to 1k, kills wearer, deals 1d10X Blast(3), removal without the trigger
1 is -20
55Tech-use
Rare Yes Gear Clothing & Personal Items Core
Filtration Plugs +20 toughness to resist gasses 15 Common Yes Gear Clothing & Personal Items Core
Infra-Red Goggles No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simple glasses 0.5 275 Rare Yes Gear Clothing & Personal Items Core
Photo-Visors/Contacts gain dark sight trait, good quality make immune to flash grenades 0.5 100 Scarce Yes Gear Clothing & Personal Items Core
Re-Breather immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 thrones and are scarce 1 50 Scarce Yes Gear Clothing & Personal Items Core
Recoil Glove can fire basic weapon with one hand without penalty 0.5 85 Rare Yes Gear Clothing & Personal Items Core
Respirator/Gas-Mask +30 to toughness tests to resist gas, may re-roll if failed 0.5 25 Average Yes Gear Clothing & Personal Items Core
Void Suit full suit with rebreather, can survive in a vacuum 8 100 Plentiful Yes Gear Clothing & Personal Items Core
Braid Cloak +10 on concealment test when in forest or jungle terrain, +1 AP(primitive) 2 80 Uncommon Yes Gear Clothing & Personal Items Feral & Feudal World
Soul Mask cool oversized mask 1 200 Scarce Yes Gear Clothing & Personal Items Feral & Feudal World
Hunting Musk -20 on perception test to detect wearer by smell, lasts 1d10 hours 0.2 20 Rare Yes Gear Clothing & Personal Items Feral & Feudal World
Gloom Eye Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning 300 Very Rare Yes Gear Clothing & Personal Items Hive World
Ocular Catechizer +10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can record onto data 250
slate
Scarce Yes Gear Clothing & Personal Items Hive World
Opus Machina need common lore (machine cult) skill, +10 to fellowship on followers of machine cult 0.5 1500 Tech Priest Only Yes Gear Clothing & Personal Items Forge World
Aerial Pinions 4 line harness that allows traversing below ceilings, half normal speed 10 300 Scarce Yes Gear Clothing & Personal Items Frontier World
Aerial Pinions 6 line ag test to move normal speed 15 500 Rare Yes Gear Clothing & Personal Items Frontier World
Redole Re-breather helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must 1 keep gills
250 wet
Rare Yes Gear Clothing & Personal Items Frontier World
Thermal Gloves protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun charge pack for 1d5 shots 1 220 Scarce Yes Gear Clothing & Personal Items Frontier World
Jump Pack use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacing 25 2000 Rare Yes Gear Clothing & Personal Items The Void
Magboots halve movement and ag, in low or no grav no penalty as long as he can walk. 2 65 Average Yes Gear Clothing & Personal Items The Void
Selenite Void Suit last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to head,20
-10 to ag600 Average Yes Gear Clothing & Personal Items The Void
Selenite Void Suit with Impellor propel through open space with movement of 6, don’t work in normal gravity 25 200 Scarce Yes Gear Clothing & Personal Items The Void
Backpack or Field Sack can serve as body bag 2 5 Common Yes Gear Clothing & Personal Items War Zone
Dog Tags Name and Rank tags worn by soldiers 1 Plentiful Yes Gear Clothing & Personal Items War Zone
Uniform Suitably styled clothing 3 10 Common Yes Gear Clothing & Personal Items War Zone
Spider Pads +30 to climb, +10 on scree, talus, or similar 1 150 Scarce Yes Gear Clothing & Personal Items Shadow Gear
Gil Filter synthetic gill to breath underwater, needs constant immersion 0.5 100 Scarce Yes Gear Clothing & Personal Items Shadow Gear
Holo Visor detects infra-red laser on gun that can only be seen in visor, kind of bulky 0.5 250 Rare Yes Gear Clothing & Personal Items Shadow Gear
Consecrated Scrolls One off use to reroll on the Psychic Phenomena table 1 100 Scarce Yes Gear Clothing & Personal Items Daemon Hunter
Grimoire of True Names Research True Name (-20 forbidden lore Daemonology) to auto confirm Righteous fury. Lasts 2d10+Int bonus days 10 5000 Very Rare Yes Gear Clothing & Personal Items Daemon Hunter
Litany Micro-Beads Tune into 1 of 3 channels to grant various effects (Chem Geld, Jaded or +10 vs mind control). Count as deafened. 100 Scarce Yes Gear Clothing & Personal Items Daemon Hunter
Neural Scourge Grants +20 to interrogation tests ro does 1d5 damage to target. 2 1700 Rare Yes Gear Clothing & Personal Items Daemon Hunter
Psyocculum Able to see psychic effects with +10 Awareness test. Non psychic effects are at -20 to spot. Gain fatigue after 1 min. 1.5 1200 Rare Yes Gear Clothing & Personal Items Daemon Hunter
Soubrious Power Pack Sanctified. Triggers warp instability. 150 Very Rare Yes Gear Clothing & Personal Items Daemon Hunter
Ulumeathi Plasma Siphon Plasma weapons within 10m suffer -30 BS and lose volatile trait 10 8000 Near Unique Yes Gear Clothing & Personal Items Daemon Hunter
Unguents or Warding When applied grants +20 vs Daemonic fear and +10 WP vs psychic effects. Lasts 1 month. 50 Common Yes Gear Clothing & Personal Items Daemon Hunter
Night Cloak absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealment when in dark 2 Average Yes Gear Clothing & Personal Items Rogue Trader
Preysense Goggles no penalty in darkness, +20 to vision based percep tests at night 0.5 Rare Yes Gear Clothing & Personal Items Rogue Trader
Shifting Fabric like Rorschach's mask from watchmen but colorful Very Rare Yes Gear Clothing & Personal Items Rogue Trader
Survival Suit +20 to toughness test against extreme weather Plentiful Yes Gear Clothing & Personal Items Rogue Trader
Blast Goggles Protects eyes from shrapnel and bright light 0.5 Common Yes Gear Clothing & Personal Items Into the Storm
Rockhound Voidware Suit Contains enough air for 15 hours of operations. Applies -5 to user's Agility. Gain Fly (3) in low or zero gravity. 30 Scarce Yes Gear Clothing & Personal Items Into the Storm
Slip Suit Grants +10 to escape Grapple, and opponents take -10 to Grapple. 7.5 Very Rare Yes Gear Clothing & Personal Items Into the Storm
Targeting Monocle May be a kind of sight (details on pg 133). -30 Scrutiny to determine true purpose. Counts as weapon's sight. 0.02 Very Rare Yes Gear Clothing & Personal Items Into the Storm
Chalice of Vision Chapter Relic of the Blood Angels. Gain +10 to all WS, BS, and Skill Tests and Unnatural Perception for 1 Hour. Page 167 for more 5 details.70 Hero Yes Gear Clothing & Personal Items Astartes
Adamantine Mantle Deathwatch Relic. Negates two points of AP from incoming attacks. Gain +10 to Opposed WS Tests to Feint, and if Defensive Stance 15 is taken,
50 Hero
foes suffer an additional -10 to Yes
hit. Gear Clothing & Personal Items Astartes
Devotion Chain Chapter Trapping. Grants +3 to WP Tests to resist Fear effects and Cohesion Damage Black Templars Yes Gear Clothing & Personal Items Astartes
Tabard Chapter Trapping. 3 Varieties. Black Templars Yes Gear Clothing & Personal Items Astartes
Ornamental Grants +2 to Fel Tests. Black Templars Yes Gear Clothing & Personal Items Astartes
DW/Squad Heraldry Restores 1 bonus Cohesion per Primary Obj. Completed. Black Templars Yes Gear Clothing & Personal Items Astartes
Chapter Heraldry Adds 1 to Squad's effective rank for determining BT Solo Ability Effectiveness, but lose 1 Base Cohes Black Templars Yes Gear Clothing & Personal Items Astartes
Blood Drop Pendant Chapter Trapping. May add +13 to tests when spending a Fate Point instead of +10. Blood Angels Yes Gear Clothing & Personal Items Astartes
Golden Icons Chapter Trapping. 3 Varieties. Blood Angels Yes Gear Clothing & Personal Items Astartes
Icon of Inspiration Grants +3 to Command Tests. Blood Angels Yes Gear Clothing & Personal Items Astartes
Wings of Wrath Adds +1 Damage if making a Charge Attack. Blood Angels Yes Gear Clothing & Personal Items Astartes
Purity Focus Reduces total incoming Corruption Points by 1. Blood Angels Yes Gear Clothing & Personal Items Astartes
Robe Chapter Trapping. 3 Varieties. Dark Angels Yes Gear Clothing & Personal Items Astartes
Scholar's Robe Grants +3 to one kind of S. Lore test. (Add manually on skills sheet) Dark Angels Yes Gear Clothing & Personal Items Astartes
Robe of Secrets Grants +3 to one kind of F. Lore test. (Add manually on skills sheet) Dark Angels Yes Gear Clothing & Personal Items Astartes
Seeker's Robe Grant's +3 to all Scrutiny Tests. Dark Angels Yes Gear Clothing & Personal Items Astartes
Wolf Pelt Chapter Trapping. Grants +2 to all Intimidate Tests. Space Wolves Yes Gear Clothing & Personal Items Astartes
Runic Totem Chapter Trapping. 3 Varieties. Space Wolves Yes Gear Clothing & Personal Items Astartes
Bloodied Hunter Adds +1 to any RF Damage. Space Wolves Yes Gear Clothing & Personal Items Astartes
Sea Wolf Adds +3 to any tests with a single Drive or Pilot Test. (Add manually to skills sheet) Space Wolves Yes Gear Clothing & Personal Items Astartes
Sun Wolf Adds +3 to all Awareness Tests. Space Wolves Yes Gear Clothing & Personal Items Astartes
Tempest Amulet Chapter Trapping. 3 Varieties Storm Wardens Yes Gear Clothing & Personal Items Astartes
Amulet of Might Adds +2 S after all mods. Storm Wardens Yes Gear Clothing & Personal Items Astartes
Victory Scripture Adds +2 WS when fighting in single combat. Storm Wardens Yes Gear Clothing & Personal Items Astartes
Guardian Amulet Counts as a charm Storm Wardens Yes Gear Clothing & Personal Items Astartes
Cingulum Chapter Trapping. 3 Varieties. Ultramarines Yes Gear Clothing & Personal Items Astartes
Adamantine Inlays Adds +3 to Parry Tests. Ultramarines Yes Gear Clothing & Personal Items Astartes
Honor Belis Grants +3 on first WS attack roll in combat. Ultramarines Yes Gear Clothing & Personal Items Astartes
Marks of Leadership Grants +3 to any tests made to regain Cohesion or prevent its loss. Ultramarines Yes Gear Clothing & Personal Items Astartes
Heraldry Scroll Chapter Trapping. Add +10 Kill Markers to any Assault Mission where it was displayed at least once in battle. Ultramarines Yes Gear Clothing & Personal Items Astartes
Ossific Relic Grants +3 WS against a specific enemy type Imperial Fists Yes Gear Clothing & Personal Items Astartes
Scrimshaw Tools Used to create an Ossific relic. Successes on Difficult (-10) Trade (Remembrancer) determines WS bonus Imperial Fists Yes Gear Clothing & Personal Items Astartes
Harness Grants +30 to Climb Tests, will not fall if failed. 8 4 Yes Gear Clothing & Personal Items Astartes
Jump Pack May double base movement with short jump in any direction, ignoring obstacles. May have Flyer (12) for up to one minute 50 15 Yes Gear Clothing & Personal Items Astartes
Magboots Reduce Ag by half when in use. Allows normal movement in low/zero-g. 5 3 Yes Gear Clothing & Personal Items Astartes
Psychic Hood Read page 171 for details. 15 25 Distinguished Yes Gear Clothing & Personal Items Astartes
Back Banner Regain additional point of Cohesion when Kill-Team Leader spends a Fate Point to restore a point of Cohesion. 5 15 Yes Gear Clothing & Personal Items Astartes
Charm Acts as a charm. 6 Yes Gear Clothing & Personal Items Astartes
Chrono Time piece. 1 Yes Gear Clothing & Personal Items Astartes
Dilation Field Read page 172 for details. 1 45 Famed Yes Gear Clothing & Personal Items Astartes
Amasec alcohol drink 50 Scarce Yes Gear Drugs & Consumables Core
De-Tox immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside you 65 Rare Yes Gear Drugs & Consumables Core
Frenzon become fearless and gain frenzy talent. Lasts 1d10 minutes 95 Very Rare Yes Gear Drugs & Consumables Core
Injector inject drugs, full action 5 Abundant Yes Gear Drugs & Consumables Core
Lho-sticks cigs 10 Common Yes Gear Drugs & Consumables Core
Medikit +20 to medicae test (may treat as basic if untrained), 6 doses of stimm and other supplies 2 150 Common Yes Gear Drugs & Consumables Core
Obscura illegal recreational drug 28 Rare Yes Gear Drugs & Consumables Core
Ration Packs FOOD 10 Plentiful Yes Gear Drugs & Consumables Core
Recaf basically tea 5 Abundant Yes Gear Drugs & Consumables Core
Rotgut Booze basic booze 10 Abundant Yes Gear Drugs & Consumables Core
Sacred Machine Oil full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immune 150 Very Rare Yes Gear Drugs & Consumables Core
Slaught increase Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hours 75 Scarce Yes Gear Drugs & Consumables Core
Spook see pg149 395 Rare Yes Gear Drugs & Consumables Core
Stimm lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 to str, toughness and ag 20 Average Yes Gear Drugs & Consumables Core
Black Janix Venom Instant, Toughness +10, Lethal, Roll on Hallucinogen effect table, pg 137 800 Rare Yes Gear Drugs & Consumables Core
Morphia-V Instant, Toughness -20, Sedative, second dose kills 550 Scarce Yes Gear Drugs & Consumables Core
Dusk Lotus (The Wrack) Swift, Toughness -10, Lethal (Toughness damage is permanent) 1000 Rare Yes Gear Drugs & Consumables Core
Tox-Jack Instant, Toughness -10, Necrotic (1d10) 10 Abundant Yes Gear Drugs & Consumables Core
Sump Vine Sap Slow, Toughness +0, Lethal 50 Common Yes Gear Drugs & Consumables Core
Ars Imperialis Mortua Instant, Toughness -30, Lethal 5000 Very Rare Yes Gear Drugs & Consumables Core
Powdered Maidensfoil Swift, Toughness +0, Sedative 200 Average Yes Gear Drugs & Consumables Core
Tyche's Kiss Slow, Toughness -30, Paralytic 450 Rare Yes Gear Drugs & Consumables Core
Ash Slug Secretion Instant, Toughness +20, Paralytic and Necrotic (1d5) 55 Average Yes Gear Drugs & Consumables Core
Feral Healer's Kit +10 medicae test 2 50 Average Yes Gear Drugs & Consumables Feral & Feudal World
Feudal Healer's Kit +10 medicae test 3 100 Scarce Yes Gear Drugs & Consumables Feral & Feudal World
Sleep Dust 10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours 0.5 100 Rare Yes Gear Drugs & Consumables Feral & Feudal World
Sour Mud +10 medicae tests for disease and fevers, full action to stop blood loss 3 45 Uncommon Yes Gear Drugs & Consumables Feral & Feudal World
Styckle Oil Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks or 120.5 hours 12 Scarce Yes Gear Drugs & Consumables Feral & Feudal World
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Belly-Churn Cheese that curdled in an animals stomach 1 10 Average Yes Gear Drugs & Consumables Feral & Feudal World
Spirit Tonic +10 bonus on fear tests, -10 int, lasts 1d5 hours, addictive 0.1 12 Common Yes Gear Drugs & Consumables Feral & Feudal World
Styger Milk +20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness 0.3 75 Very Rare Yes Gear Drugs & Consumables Feral & Feudal World
Gorsk White Gyn -20 Carouse to drink 5 Common Yes Gear Drugs & Consumables Hive World
Quaddis Wine Sorrowful Vintage Imitation of the best wine in Calixis 250 Rare Yes Gear Drugs & Consumables Hive World
Quaddis Wine Golden Tokay The best wine in Calixis 1000 Very Rare Yes Gear Drugs & Consumables Hive World
Kataline Malmsey Holy Grail of Wine 10000 Very Rare Yes Gear Drugs & Consumables Hive World
Night Dust Send victims to sleep and causes insanity 25 Very Rare Yes Gear Drugs & Consumables Hive World
Panimmune +30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued. 40 Average Yes Gear Drugs & Consumables Hive World
Slam x2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag 100 Very Rare Yes Gear Drugs & Consumables Hive World
Somna -10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days 500 Scarce Yes Gear Drugs & Consumables Hive World
Verita -10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5 insanity, if gained500 Very
insanity
Rare then 20% chance of 1d5Yes
corruption
Gear Drugs & Consumables Hive World
The Tears of the Dragon -10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10 6000 Very Rare Yes Gear Drugs & Consumables Forge World
Dryas (per dose) lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damage 200 Rare Yes Gear Drugs & Consumables Frontier World
Polygum does too many things, pg 154 Inq Handbook 75 Very Rare Yes Gear Drugs & Consumables Frontier World
Ration Grubs Enough nutrients for a day, bad for long term diet 15 Average Yes Gear Drugs & Consumables Frontier World
Coral Paste covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin 1 225 Very Rare Yes Gear Drugs & Consumables Frontier World
Ploin Juice Popular space juice 0.5 25 Scarce Yes Gear Drugs & Consumables The Void
Civilian Relief Rations Barely keeps someone alive, literal brick of food 0.5 2 Plentiful Yes Gear Drugs & Consumables War Zone
Combat Ration Pack Standard Ration for battle 1 2 Plentiful Yes Gear Drugs & Consumables War Zone
Daily Prayers contains prayers on edible paper, 1 Average Yes Gear Drugs & Consumables War Zone
Emergency Rations step above relief ration 1 10 Average Yes Gear Drugs & Consumables War Zone
Long Duration Ration Pack like standard with higher energy 1 5 Common Yes Gear Drugs & Consumables War Zone
Cast Spray Spray on cast, reduces difficulty of medicae test to stop blood loss by one step 55 Scarce Yes Gear Drugs & Consumables War Zone
Counterseptic Drugs +20 to resist disease or infections for 6 hours 25 Common Yes Gear Drugs & Consumables War Zone
Ghostfire Extract gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of damage 300 Very Rare Yes Gear Drugs & Consumables War Zone
Halo +10 to resist Fear and Pinning, -10 Perception, lasts 1d10 hours 100 Common Yes Gear Drugs & Consumables War Zone
Kick removes fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatigue 75 Average Yes Gear Drugs & Consumables War Zone
Rainbow reroll any failed test to resist disease or toxin, stops blood loss, toughness or take 1d5 damage, ignore ap and TB 75 Rare Yes Gear Drugs & Consumables War Zone
Synth-Skin full action, stops blood loss 50 Average Yes Gear Drugs & Consumables War Zone
Toxin Wands determine if someone is poisoned with perception test, 2 degrees of success identifies antidote 0.2 100 Scarce Yes Gear Drugs & Consumables War Zone
Dreamjuice Grants +10 Int and -20 WP for half an hour. -10 Perception afterwards 75 Scarce Yes Gear Drugs & Consumables Daemon Hunter
Imperium's Fervour For 24 hours reduce fear tests by 1 level, reduce insantity gained by 2 (min 1), -10 Per 20 Scarce Yes Gear Drugs & Consumables Daemon Hunter
Clear Gain Decadence Trait and +30 to T tests vs poisons. Suffer Migraine 3 hours later 110 Rare Yes Gear Drugs & Consumables Book of Judgement
Eazille Ignore moral dictates (+10 WP to ignore base instincts). 230 Very Rare Yes Gear Drugs & Consumables Book of Judgement
Holdfast Neurological drugs at -30 for 2d5 hours, target suffer -20 to WP tests 165 Very Rare Yes Gear Drugs & Consumables Book of Judgement
Hyperexia Repeated use grants resitance to cold and heat and 1 point of fatigue 80 Scarce Yes Gear Drugs & Consumables Book of Judgement
Karrikian Red-Eye Grants +20 to awareness for 1d5 hours 185 Rare Yes Gear Drugs & Consumables Book of Judgement
Leatherwort Adds +2 AP to affected skin and +10 to T tests 115 Scarce Yes Gear Drugs & Consumables Book of Judgement
Sandstone Grants +30 to WP tests and +10 vs interrogation for 1d5+3 hours. -10 T test or fatigued when it wears off. 95 Scarce Yes Gear Drugs & Consumables Book of Judgement
Scav-Glysten Apply -30 to tracking attempts based on scent and concealment and shadowing skills (animals) for 1d10 hours. 155 Rare Yes Gear Drugs & Consumables Book of Judgement
Scraper-Ripper Grant +30 to Ag tests for 1d5 hours. -20 WP test to avoid violence if suprised. 90 Scarce Yes Gear Drugs & Consumables Book of Judgement
Sisk-Ash Feel relaxed for 1d5 hours. +30 WP to do something they prefer not to. 80 Scarce Yes Gear Drugs & Consumables Book of Judgement
Truth Revealed Suffer -50 to resist interrogation for 3d5-Toughness bonus hours 135 Rare Yes Gear Drugs & Consumables Book of Judgement
Zumthorian Greyve Ignore fatigue for 2d5 hours, gain +40 to T tests and resitance to interrogation. 125 Rare Yes Gear Drugs & Consumables Book of Judgement
Medkit(Advanced) +20 to Medicae Test, can be used without training in skill 5 Rare Yes Gear Drugs & Consumables Rogue Trader
high provender High scale food Very Rare Yes Gear Drugs & Consumables Rogue Trader
sacred unguents full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon, immediately unjams Very Rare Yes Gear Drugs & Consumables Rogue Trader
Thosophit's Philtre Sophisticated liquor Very Rare Yes Gear Drugs & Consumables Rogue Trader
Tranq numbing low-hive alcohol Abundant Yes Gear Drugs & Consumables Rogue Trader
Attention Spanner Take -10 WP test to focus. If they pass, all Intelligence tests are at +30 for 3d10 Rounds. If they fail, -20 for 3d10 rounds as you focus on something
Very Rareirrelevant. Yes Gear Drugs & Consumables Into the Storm
Blush Red space wine. Causes drinker to glow faintly when drunk. Rare Yes Gear Drugs & Consumables Into the Storm
Cold Fire Gain Battle Rage Talent for 3d10 rounds per dose. Rare Yes Gear Drugs & Consumables Into the Storm
Ploin Juice Requires -10 Carouse Test to avoid extreme drunkenness (fatigue) Ubiquitous Yes Gear Drugs & Consumables Into the Storm
Raenka Space Brandy Scarce Yes Gear Drugs & Consumables Into the Storm
Spur Dose lasts 2d10 minutes, during which user cannot be stunned and takes no Fatigue. Test for side affects afterwards. Scarce Yes Gear Drugs & Consumables Into the Storm
Wideawake Nullifies one level of Fatigue for 1d5 hours. After drug wears off, gain an additional level of Fatigue. Plentiful Yes Gear Drugs & Consumables Into the Storm
White Void Gain +20 WP for 1d10 minutes per dose. If used more than twice a week, take -20 WP test or become addicted, requiring daily use. Rare Yes Gear Drugs & Consumables Into the Storm
Barrage Unnatural Strength, Perception and Toughness for 1d5 rounds. Permanently lose 1 point of Str, Per, T each round. Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Burnscour Rain Poison deals 1d5 Strength and Toughness damage (Toughness -10 test to avoid). -10 Chem-Use to apply Very Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Geist Gain +2 Psy rating for 1d5+1 minutes. Cannot use fettered powers and add +10 to psychic phenomena results Very Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Glimmer Nacrotic, suffer 1d10 Per and WP lose for an hour and make Toughness test or fall unconscious Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Haze 1d5 Int, Per and WP damage. Effects last until characteristic points are regained. Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Silver Anathema Poison deals 3d10 damage (-20 Toughness to avoid) ignoring armour and toughness Near Unique Yes Gear Drugs & Consumables Hostile Acquisitions
Spinebark Sap Poison - Suffer 1d10 Str damage + 1d10 for each degree of failure. Chem-Use -10 to apply to weapon. Extremely Rare Yes Gear Drugs & Consumables Hostile Acquisitions
Tox-Mister Posion delivery system (hypo-spray). WS to "hit", can be dodged but not parried. Scarce Yes Gear Drugs & Consumables Hostile Acquisitions
De-Tox Ends and renders immune toxins, poison, gases, and other such effects for 1d10 rounds. Injected manually. 10 Yes Gear Drugs & Consumables Astartes
Deadlock (Toxin) Take -10 Toughness Save or suffer 1d10 temporary S Damage, plus further 1d10 per DoF. 10 Yes Gear Drugs & Consumables Astartes
Delay Agent (Toxin) Delays the effect of any drug or toxin by 1d5 hours. 6 Yes Gear Drugs & Consumables Astartes
Genophage (Toxin) May not be requisitioned. Must be custom made. Attacks specific target only N/A Yes Gear Drugs & Consumables Astartes
Injector May hold a single dose of drug that can be administered by a Full Action. 3 Yes Gear Drugs & Consumables Astartes
Narthecium Grants +20 to Medicae Tests on Space Marines. Raises threshold of Lightly Wounded to 3 times patient's Toughness Bonus. Doubles 5 amount
10 healed by First-Aid. Yes Gear Drugs & Consumables Astartes
Pain Suppressant Allows a character to ignore Critical Effects for 1d10 Rounds. May be used in Sacrament of Renewal to refill power Armour injectors with10 +10 Tech-Use Test. Yes Gear Drugs & Consumables Astartes
Repair Cement Only for Reqs deemed excessive. Used to restore integrity of Power Armour. Takes one round. 0.5 1 Yes Gear Drugs & Consumables Astartes
Resuscitex Immediately wakes an unconscious character. 5 Yes Gear Drugs & Consumables Astartes
Sacred Unguents Makes weapon immune to Jamming for a number of shots equal to clip size. May be applied to Jammed weapon to Unjam it. 20 Yes Gear Drugs & Consumables Astartes
Auspex/Scanner +20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m 0.5 145 Scarce Yes Gear Tools Core
Auto Quill +10 to trade(copyist) 55 Scarce Yes Gear Tools Core
Combi-tool +10 to tech-use 1 200 Rare Yes Gear Tools Core
Data-slate hold digital info 0.5 25 Common Yes Gear Tools Core
Demo Charge 3d10X+2xweight. Blast area is weight x5, for setting pg101 1 250 Scarce Yes Gear Tools Core
Excruciator Kit +20 to Interrogation 1 375 Very Rare Yes Gear Tools Core
Glow-globe/Lamp pack illuminate area of dozen or more meters, lasts 1d5 hours before needing recharge 0.5 15 Abundant Yes Gear Tools Core
Grapnel fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow 2 30 Common Yes Gear Tools Core
Lascutter can cut or weld 10cm a turn, altering time for thickness, not combat capable 4 65 Average Yes Gear Tools Core
Magnoculars binoculars with a cooler name 0.5 55 Average Yes Gear Tools Core
Manacles handcuffs 1 35 Plentiful Yes Gear Tools Core
Micro-bead comm device with range of 1km, range can be reduced 20 Average Yes Gear Tools Core
Multikey +30 to security when opening locks 150 Scarce Yes Gear Tools Core
Navis Prima contain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20 stellar Priceless Very Rare Yes Gear Tools Core
Pict Recorder video camera 1 100 Average Yes Gear Tools Core
Psy-Focus +10 invocation tests for psykers 100 Rare Yes Gear Tools Core
Screamers proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise 2 up to 1401km
Scarce Yes Gear Tools Core
Stummers opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour 2 25 Average Yes Gear Tools Core
Vox-caster comm device to send signals over great distance, ordinary (+10) tech-use test 4 300 Scarce Yes Gear Tools Core
Writing Kit contains what would be expected 2 20 Common Yes Gear Tools Core
Caltrop Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fail quarters.
0.1 Remains
6 Rare
until medical treatment Yes Gear Tools Feral & Feudal World
Capsican Trap -10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fire 3 20 Uncommon Yes Gear Tools Feral & Feudal World
Glo-slug of Dusk lights area of meters equal to the number of slugs put together 0.1 8 Rare Yes Gear Tools Feral & Feudal World
Kill Stick stepping into area, AG test or take 1d10+2R 0.3 1 Common Yes Gear Tools Feral & Feudal World
Powder Bomb Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. Lasts1.5 2d10 rounds 17 Uncommon Yes Gear Tools Feral & Feudal World
Skeleton Key used to open all doors in region 0.1 24 Rare Yes Gear Tools Feral & Feudal World
Skem Net net with toxic and snare traits 3 85 Rare Yes Gear Tools Feral & Feudal World
Smoke Flare thick black smoke covers 40m area, clears in 1d5 to 2d10 minutes 0.4 12 Scarce Yes Gear Tools Feral & Feudal World
Spark Rocks start fires even when wet, packing together may cause sparks 1 2 Common Yes Gear Tools Feral & Feudal World
Spine Pick +10 to climb, or improvised weapon 1 25 Uncommon Yes Gear Tools Feral & Feudal World
Stink Bomb Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fatigue 1 6 Common Yes Gear Tools Feral & Feudal World
Axe-Rake +10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and Unbalanced 4 20 Abundant Yes Gear Tools Hive World
Cognomen hiver ID card Varies Plentiful Yes Gear Tools Hive World
Forgery Kit +10 to Trade(copyist) or tech-use to copy, forge, or fabricate (+20 when Good, +30 when Best Craftsmanship) 1 400 Scarce Yes Gear Tools Hive World
Heretic's Wake Deck Heretical card game 10 Scarce Yes Gear Tools Hive World
Holo Wafer Assassin "calling cards" 5 Scarce Yes Gear Tools Hive World
Mantle Shrine Portable shrine 1 30 Abundant Yes Gear Tools Hive World
Penthrift Dreadfuls anti Xenos propaganda 1 Average Yes Gear Tools Hive World
Salvation Auger, Basic detects radiation, airborne toxins, and pollutants. Beeps when there is danger 20 Common Yes Gear Tools Hive World
Salvation Auger, Superior detects radiation, airborne toxins, and pollutants. +10 tech-use to identify danger 80 Average Yes Gear Tools Hive World
Vox-Phonograph plays video cylinder double price to record video and play video from other sources 20 200 Average Yes Gear Tools Hive World
Cylinder Contains videos 1 20 Common Yes Gear Tools Hive World
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Vox-Thief, Short-Range data-slate sized 0.5 500 Rare Yes Gear Tools Hive World
Vox-Thief, Long-Range backpack sized 15 3000 Rare Yes Gear Tools Hive World
Ward Accessor Blank Security Card 25 Average Yes Gear Tools Hive World
Cogitator Emplaced analyze and process vast data, +20 to tests. Failure leads to inaccuracies 100 4000 Average Yes Gear Tools Forge World
Cogitator Personal +10 to test in analyzing data-slates 1.5 750 Average Yes Gear Tools Forge World
Grey Device heretical prognostication device -30 test to locate, cant with tech priests around 3 500 Rare Yes Gear Tools Forge World
Holo-Projector Projection device 40 3000 Scarce Yes Gear Tools Forge World
Isotropic Fuel Rods Concentrated Power Source that can last several weeks. 10 5000 Average Yes Gear Tools Forge World
Greater Icon of Passage Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits 0.5 12000 Tech Priest Only Yes Gear Tools Forge World
Calixis Survival Kit +10 to survival tests 120 Average Yes Gear Tools Frontier World
Beetle Tent 3 person Armoured tents AP 8 (primitive), minor camouflage 5 60 Common Yes Gear Tools Frontier World
Beetle Tent 6 person Armoured tents AP 8 (primitive), minor camouflage 10 100 Scarce Yes Gear Tools Frontier World
Beetle Tent Extra Armour Increase AP to 12 8 80 Rare Yes Gear Tools Frontier World
Camp Warders Advanced caltrops, bestial trait creature -20 WP or flee 4 310 Rare Yes Gear Tools Frontier World
Poi-Savant +20 tech-use to use, detects if food is edible. Failure gives inconclusive 300 Rare Yes Gear Tools Frontier World
Shade-Servitor fans owner to resist heat 3 400 Rare Yes Gear Tools Frontier World
Sky Eye recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point dmg before destruction 4 1500 Very Rare Yes Gear Tools Frontier World
Emergency Kit Contains useful survival gear 6 300 Common Yes Gear Tools The Void
Melta Gel paste that can cut through metal 200 Rare Yes Gear Tools The Void
The 9-70 Entrenching Tool nasty improvised weapon 2 15 Average Yes Gear Tools War Zone
Bedroll includes blankets 4 8 Plentiful Yes Gear Tools War Zone
Compass/Orienting Device 25 Scarce Yes Gear Tools War Zone
Hostile Weather Gear 2 10 Common Yes Gear Tools War Zone
Infantryman's Uplifting Primer 0.3 5 Plentiful Yes Gear Tools War Zone
Infantry Lamp Pack lasts 1d5+5 on standard charge, hold or attach to bayonet lug 1 10 Average Yes Gear Tools War Zone
Mess Kit 0.5 5 Plentiful Yes Gear Tools War Zone
Personal Grooming Kit 0.1 2 Common Yes Gear Tools War Zone
Sandbags can make pillow 5 4 Plentiful Yes Gear Tools War Zone
Tent fits two, waterproof, reflective on one side 9 40 Average Yes Gear Tools War Zone
Tool Kit for maintenance and routine repair 1 15 Common Yes Gear Tools War Zone
Weapon/ Gear Storage 1 5 Common Yes Gear Tools War Zone
Weapon Maintenance Kit 1 20 Average Yes Gear Tools War Zone
Whistle 5 Plentiful Yes Gear Tools War Zone
Core-Gel Surrogate for Electoo-inducers and MIU links, lasts 1 hour, 2 applications per pack 500 Rare Yes Gear Tools Lathe Worlds
Scatter-Caster 25m range binary white noise generator 10 450 Rare Yes Gear Tools Lathe Worlds
Null Box portable stasis field in box, all time and motion in box stops creating psychic dead zone 20 25000 Very Rare Yes Gear Tools Holy Ordos
Psy-Jammer Amulet +20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage 0.5 7000 Very Rare Yes Gear Tools Holy Ordos
Psy-Tracker 1.5 1000 Rare Yes Gear Tools Holy Ordos
Privacy Field 5m radius area that blocks sound, vox, and pict-casting 10 1250 Rare Yes Gear Tools Shadow Gear
Line Ascender full action to move ag bonus on a rope line, half action to disengage 1 100 Scarce Yes Gear Tools Shadow Gear
Vox Tracker 2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use test 6 450 Scarce Yes Gear Tools Shadow Gear
Intrusion Spirit one time use of +30 to security or tech-use to beat lock or security system with port 0.5 500 Very Rare Yes Gear Tools Shadow Gear
Tracking Device tracking device size of coin, attaches to most anything, removed with relative ease 0.5 200 Scarce Yes Gear Tools Shadow Gear
Vox Bug records and transmits sound to user up to 1km 500 Rare Yes Gear Tools Shadow Gear
Pict Fly broadcasts video and poor quality sound to pict-caster 1000 Rare Yes Gear Tools Shadow Gear
Pict-Caster Playback device 5 400 Scarce Yes Gear Tools Shadow Gear
Gene Printer Compare 2 genetic samples 15 1500 Rare Yes Gear Tools Book of Judgement
Lord Marshal Goreman's Carta Sanguine Bounty hunter authorisation 0.1 100 Rare Yes Gear Tools Book of Judgement
Lock-Punch Removes locks on doors up to AP 16. May backfire. 0.2 300 Scarce Yes Gear Tools Book of Judgement
Magnacles Magnetic Manacles can be attached to metalic objects 1.5 120 Rare Yes Gear Tools Book of Judgement
Magnetic Harness Grants quick draw for stored items 10 500 Scarce Yes Gear Tools Book of Judgement
Pinner Supercharge magnetic devices for 2d10 rounds wihin 30m 5 2000 Near Unique Yes Gear Tools Book of Judgement
Strait Cape Severe strait jacket imposes -30 penalty to escape tests. 5 100 Scarce Yes Gear Tools Book of Judgement
Vertical Spindle Set Magnetic boots and gloves allow attachment and movement on metalic walls 20 1500 Rare Yes Gear Tools Book of Judgement
Vox-Pickup Remote bugging device. Search vs Int to find. 0.01 100 Very Rare Yes Gear Tools Book of Judgement
Vox Privacy Field Creates a privacy field through which no sound or light can travel 1 500 Rare Yes Gear Tools Book of Judgement
Wall Eater Insectoid creature that excretes acid that can disolve non-biological matter. 1 500 Very Rare Yes Gear Tools Book of Judgement
Almanac Astrae Divinitus +10 to Navigation, pilot, scholastic lore(astromancy) or trade(astrographer) where info relevant 4 Extremely Rare Yes Gear Tools Rogue Trader
Arms Coffer Gun carrying case 6 Average Yes Gear Tools Rogue Trader
Calculance Array +10 to commerce skill tests 120 Scarce Yes Gear Tools Rogue Trader
Data-loom (Hadd-Pattern) +10 to logic tests, can use to reduce research and investigation times at dms discretion 13 Very Rare Yes Gear Tools Rogue Trader
Diagnostor +20 to medicae or perception to detect ailment, success indicates proper treatment 4 Very Rare Yes Gear Tools Rogue Trader
Grav Chute slows falls, can hover for one minute, hour of use uses all the power 15 Rare Yes Gear Tools Rogue Trader
Lord-Captain's Baton see page 145 of Rogue Trader 1 Very Rare Yes Gear Tools Rogue Trader
Mefonte's Orthodoxy +10 to charm tests involving religious oratory or inspiration and an imperial audience 2 Scarce Yes Gear Tools Rogue Trader
Multicompass +10 to survival and navigation (land) tests 4 Near Unique Yes Gear Tools Rogue Trader
Renumeration Engine attempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests to constantly attend 7 Very Rare Yes Gear Tools Rogue Trader
Venom Ring -20 to tests to detect user introducing poison into food or drink Very Rare Yes Gear Tools Rogue Trader
Murder Cogitator tech use, retrieves specific info, then destroys whatever its connected to 1.5 9000 Rare Yes Gear Tools Dark Tech
Prognosticaon 1d10 Corruption, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbook for more 3 5000 Rare Yes Gear Tools Dark Tech
Speculum Umbrae summon souls of the dead to answer questions, pg 195 Radicals handbook 10 60000 Very Rare Yes Gear Tools Dark Tech
Q'Orl Mind Grub Dominates Psyker's mind, causes insanity 1 Special Special Yes Gear Tools Xenos Tech
Badge of Office Represents a Throne Agent's authority by the Holy Ordos Near Unique Yes Gear Tools Ascension
Backpack Ammo/Power Pack Worn like a backpack, can carry 25kg. Ammo store of 1 of the following: 300 las shots (150 for hell las); 80 plasma and melta charges;
15 200 bolt or SP rounds; or 60 shots of flame
Common Yes Gear Tools Ascension
Cerebral Plug Allows user to work with tech directly through his mind. Common Yes Gear Tools Ascension
Grav-Chute Worn like a backpack, uses anti-grav to slow descent. 20 Scarce Yes Gear Tools Ascension
Sentinel Array Complex sensor array that must be used with a cerebral plug or other mind link device. Grants awareness bonuses. 12 Near Unique Yes Gear Tools Ascension
Aquila Magnificus 10m tall beacon that summons calls local Minostorum vessels to come and bring the planet into the fold. 125 Very Rare Yes Gear Tools Into the Storm
Bloodlock Bolt Complicated chest that uses a combination of the owner's blood with the right dosages of drugs to unlock. 25 Extremely Rare Yes Gear Tools Into the Storm
Bomb Spray Spray on explosives. Does 1d5+3X per kilogram used and a blast radius of 2 meters per kg. 2 Very Rare Yes Gear Tools Into the Storm
Concealed Holster Conceals gun. Common and good impose -20 to tests to discover, while best also allows the weapon to be drawn as a free action. 2 Scarce Yes Gear Tools Into the Storm
Det-Cord, Det-Tape Inflicts 1d5X per KG, with 5 meters blast per kg. Best does 1d5+1. 1 Common Yes Gear Tools Into the Storm
Disguise Kit Grants +20 to use disguise; Best grants +30 instead. 5 Rare Yes Gear Tools Into the Storm
Emergency Hab Tent for 3 people. Stiffens when exposed to water. Good and Best can hold 4 and 6 people, respectively. 10 Scarce Yes Gear Tools Into the Storm
Firewater Spontaneously ignites on contact with oxygen. Explodes for 1d10E per Kg, blast radius of 2m per Kg. Those caught in blast must1make AgilityRare Test or catch fire. Yes Gear Tools Into the Storm
Flak Spray Makes any clothing act as guard flak for 3d10 rounds. 4 Very Rare Yes Gear Tools Into the Storm
Flex Tent 2 person tent, erected with a small electrical charge. Good and best hold 3 and 4, respectively. 2 Scarce Yes Gear Tools Into the Storm
Flip-Belt Grants Hover (6), and +20 on Agility Tests. Requires Pilot (Personal) to use. All are good craftsmanship or better. 2 Extremely Rare Yes Gear Tools Into the Storm
Glidewing Grant Flyer (12), but require Pilot (Personal) and launch from 15 meters or higher. Best grants +10 to use. 25 Extremely Rare Yes Gear Tools Into the Storm
Gravity Generator Area of effect version of grav-plating. Turn an area into a certain value of gravity, usually Holy Terra standard. 500 Very Rare Yes Gear Tools Into the Storm
Hab Base pg 136 for info Extremely Rare Yes Gear Tools Into the Storm
Lingua-Vox Servitor Servo-Skull that translates. Counts as having all Speak Language skills as Basic Skills. Best quality can decipher Secret Tongues.2.5 Very Rare Yes Gear Tools Into the Storm
Long-Range Auspex Counts as a regular auspex except it can scan up to 5km and through 1m thick walls. Good craftsmanship has 10km range; Best 175grants +30 toVery
awareness
Rare tests. Yes Gear Tools Into the Storm
Nephitic Acid Grey-green paste that eats up to 5cm of 1 square meter of adamantium in a single round, deals 2d10+10E damage. Becomes inert after this.Very Must be contained in pure silicate
Rare Yes glass. Gear Tools Into the Storm
Perimeter System Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good and Best craftsmanship
175 versions do an additional 1d10 damage.
Very Rare Yes Gear Tools Into the Storm
Physik kit Grants +10 to first-aid medicae. Best grants +20. 2 Common Yes Gear Tools Into the Storm
Plagueword Venom Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness Test, suffers 1d10 Agility damage. No craftsmanship level.
Rare Yes Gear Tools Into the Storm
Power Board Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal) 15 Near Unique Yes Gear Tools Into the Storm
Promethium Common Fuel. Explosion does 1d10E per Kg, with 4m blast per Kg. Agility Test of catch fire if caught in blast. 1 Abundant Yes Gear Tools Into the Storm
Psycrystal Glows when psychic powers are used or someone is being targeted by psychic powers within 5 meters. 0.3 Near Unique Yes Gear Tools Into the Storm
Skinplant Like an electroo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanical. Scarce Yes Gear Tools Into the Storm
Stasis Pod Will preserve one humanoid sized item as long as power is maintained. 250 Extremely Rare Yes Gear Tools Into the Storm
Travel Survival Kit Grants +10 to Survival tests. Good and best craftsmanship provide +20 instead. 15 Rare Yes Gear Tools Into the Storm
Screaming Tourniquet High-Tech tourniquet. Grants +10 to medicae to stop blood loss. Good and best grant +20 instead. 2 Very Rare Yes Gear Tools Into the Storm
Strait-Cape Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to escape. 4 Scarce Yes Gear Tools Into the Storm
Blacklight Projector Bathes area in human visible spectrum in complete blackness. -40 to all vision based perception tests in area. 12 Extremely Rare Yes Gear Tools Into the Storm
Blurshield Imposes -20 penalty on all BS tests made to attack the wearer. 3 Near Unique Yes Gear Tools Into the Storm
Caged Songbird Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, though this is up to0.5 the GM Extremely Rare Yes Gear Tools Into the Storm
Carnelian Sievestone Filters a liquid into its purest form. 1 Extremely Rare Yes Gear Tools Into the Storm
Chronal Energizer User may take two full actions per round (including two attacks). During the subsequent round, he may take no actions and suffers 8 1 level ofUnique
fatigue. Yes Gear Tools Into the Storm
Holo-Suit Impose -20 to all BS and WS tests targeting user. Grants +30 to concealment if stationary, and forces a further -20 to all ranged2attacks. Extremely Rare Yes Gear Tools Into the Storm
Stryxian Compact Contract in alien script signifying owner as a trusted trading partner of the Stryxis. Grants +20 to all Interaction tests with Stryxis.
0.1 Extremely Rare Yes Gear Tools Into the Storm
Void Abacus Can integrate with ship's auspex and drive systems to allow the crew to plan short warp jumps without the aid of a navigator.65 Near Unique Yes Gear Tools Into the Storm
Warp Jump Pack Allows user to move up to 4d10 meters. May cause corruption and insanity. 25 Unique Yes Gear Tools Into the Storm
Aetherscrye Goggles Can see into the warp but may gain insanity on double rolls (22,33,44...) 1 Near Unique Yes Gear Tools Hostile Acquisitions
Beast Cage (Average) A cage used for holding creatures of average size 50 Common Yes Gear Tools Hostile Acquisitions
Beast Cage (Hulking) A cage used for holding creatures of hulking size 100 Scarce Yes Gear Tools Hostile Acquisitions
Beast Cage (Enormous) A cage used for holding creatures of enormous size 200 Rare Yes Gear Tools Hostile Acquisitions
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Beast Cage (Massive) A cage used for holding creatures of massive size 400 Rare Yes Gear Tools Hostile Acquisitions
Eldar Grav-platform Can carry heavy weapons that count as braced, even while moving. 20 Unique Yes Gear Tools Hostile Acquisitions
Elseways Charts -10 forbidden lore (warp) test to bypass astronimicon test and add 15 to navigation (warp) test. 1 Extremely Rare Yes Gear Tools Hostile Acquisitions
Occlusive Vault Hidden items are harder to find (-40 on search tests) 15 Near Unique Yes Gear Tools Hostile Acquisitions
Prognosticator May attempt psyniscience and navigation (warp) tests but suffer 1d5 insanity if you fail WP test. 150 Extremely Rare Yes Gear Tools Hostile Acquisitions
Voidbait (Augur) Send false distress calls with Tech-Use -20 test to those in auger range. 40 Rare Yes Gear Tools Hostile Acquisitions
Voidbait (Warp) Send false psychic distress calls with Tech-Use -20 test to those within 10 light years. 75 Extremely Rare Yes Gear Tools Hostile Acquisitions
Chaplet Eccleisasticus If openly displayed, may re-roll failed Charm Tests against Ecclesiarchy Member of equal or lower status (GM's discretion) 1 1000 Issued Only Yes Gear Tools Reliquary
Cilice Grants +10 to WP to resist Fear, Charm, Intimidation, or other kinds of social manipulation. May cause fatigue 0.5 Varies Rare Yes Gear Tools Reliquary
Dialogous Staff Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understand sounds at a distance. 4 Issued Only Yes Gear Tools Reliquary
Eikon Small portrait, usually of the Emperor. Varies Common Yes Gear Tools Reliquary
Hospitaller Medicae Tools Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm. 10 Issued Only Yes Gear Tools Reliquary
Liber Heresius May only be issued to the most trusted of Witch Hunters. Provides a +20 on Research involving F. Lore (Cults, Heresy) 10 Issued Only Yes Gear Tools Reliquary
Litanies of Faith A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed). Abridged editions only10provide 500
+10. Uncommon Yes Gear Tools Reliquary
Pilgrim's Travel Staff Simple staff, usually with a hook on the top for hanging symbology. 3 15 Common Yes Gear Tools Reliquary
Psyocculum A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Full Action. 2 3000 Very Rare Yes Gear Tools Reliquary
Reliquary Some form of container for a relic or image. 1 Varies Common Yes Gear Tools Reliquary
Questing Pilgrim Badge Small badge for pilgrims representing a person or event. Varies Common Yes Gear Tools Reliquary
Seraphim Jump Pack Requires Pilot (Personal/Jump Pack) and Sororitas Power Armour. Flyer (12). 15 5000 Very Rare Yes Gear Tools Reliquary
Ring of Suffrage Designed to cause minor discomfort when twisted. Counts as a charm. 10 Rare Yes Gear Tools Reliquary
Rule of Sororitas Grants +10 to all C. Lore Tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas. 5 100 Rare Yes Gear Tools Reliquary
Simulacrum Imperialis If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 20 Corruption 10 do not benefit.
Issued Only Yes Gear Tools Reliquary
Witch Cage Reduces wearer's effective Psy Rating by 4, and takes -40 to Invocation Tests. Wearer is considered Blind and Deaf. 15 4000 Very Rare Yes Gear Tools Reliquary
Cluster Mine Read page 173 for details. 4 5 Yes Gear Tools Astartes
Signum Receive +5 to all BS tests while in Squad Mode with Marine carrying Signum. Tech-Use to add +10BS next round. 5 35 Distinguished Yes Gear Tools Astartes
Signum Link Join with marine carrying Signum in Squad Mode to gain the effect of Ganging Up, regardless of ranged or melee combat, gaining 0.5 effect for
20 both BS and WS. Yes Gear Tools Astartes
Auspex +20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m 0.5 12 Yes Gear Tools Astartes
Cartograph Grants +10 to all Navigation (Surface) checks if connected to some form of data. May contain maps and 3d projectors. 0.5 5 Yes Gear Tools Astartes
Codex Astartes The Codex Astartes, Pocket Edition. 0.5 Free Yes Gear Tools Astartes
Combi-Tool Grants +10 to Tech-Use tests. 1 15 Yes Gear Tools Astartes
Data Slate Holds data. 0.5 5 Yes Gear Tools Astartes
Demolition Charges Does 3d10 Damage plus 2 Damage per extra KG and a radius of 3 meters per kilogram. Uses Demolition skill to plant or defuse.1 10 Yes Gear Tools Astartes
Elucidator Translates languages based on Low Gothic. May make -20 Logic Test to translate alien languages. 1 25 Yes Gear Tools Astartes
Lamp/Glow-Globe Provides light for dozens of meters. Lasts 1d5 hours. 0.5 1 Yes Gear Tools Astartes
Locus Seeker Page 175 for Details. 30 Yes Gear Tools Astartes
Magnoculars High-tech binoculars. 0.5 3 Yes Gear Tools Astartes
Melta Bomb Must be planted to be effective. Sticks to metallic surfaces with magnets. Anything that survives must make an Ag Save or be set12 on fire.25 Yes Gear Tools Astartes
Multikey Grants +30 to Security Tests when trying to open locks. 15 Yes Gear Tools Astartes
Pict Recorder Records video. 1 5 Yes Gear Tools Astartes
Psy-Focus Gain +10 Bonus on making an Invocation test. 15 Yes Gear Tools Astartes
Reductor Reduces time to remove Progenoids gland to 1 Round per gland (2 for full recovery). May be used in melee with 1d10+2R Pen 10, 4 don't add
8 S Bonus. Yes Gear Tools Astartes
Restraints Used to restrain targets. Strong enough to hold even an Ork. 4 10 Yes Gear Tools Astartes
Screamers proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes1.5
noise up to 5
1km Yes Gear Tools Astartes
Stummers opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour 2 5 Yes Gear Tools Astartes
Teleport Homer Allow a teleportarium to focus in on an individual and his squad. 10 Yes Gear Tools Astartes
Vox-Caster Long-range communicator. Requires tech-use test to communicate through interference. 0.5 10 Yes Gear Tools Astartes
Combat Webbing A load bearing web vest. Page 144 has a list of suggestions that could be attached. 3 Yes Gear Tools Rites of Battle
Grapnel Fires a hooked or magnetic grapnel from a bolt pistol. It is connected to the launcher with a thin but strong 100m wire. May climb manually,3 or using an inbuilt motor. Yes Gear Tools Rites of Battle
Grav-Chute May be utilized by Space Marine Scouts if a more subtle entry is needed. Allows a safe fall from any height. 5 Yes Gear Tools Rites of Battle
Auto-Sense Goggles Combines the effects of a photo-visor, preysense, has a pict-corder, 5x optical zoom, 5x micro-magnification, and color filters. Grants +2010to allied artillery BS checks. Yes Gear Tools Rites of Battle
Camo-Cloak Grants +20 to all Concealment checks. When stationary, count as one range bracket further. 20 Yes Gear Tools Rites of Battle
Cameleoline Tarpaulin A 5x5 meter sheet of cameleoline. May be hooked together to hide anything. Grants +30 to concealment checks. 5 Yes Gear Tools Rites of Battle
Clavis Special vambrace worn by Deathwatch Keepers. Allows wearer to unseal, open, override, and generally pass through any lock and automated DWdefense
Keepers system. Yes Gear Tools Rites of Battle
Diagnosticator A handheld cogitator device. Grants +20 to all Tech-Use tests to diagnose or repair malfunctioning equipment. 25 Distinguished Yes Gear Tools Rites of Battle
Infiltriol Enamel Masks smell with gaunt pheromones of Hive Fleet Dagon. More details on page 145. 10 Distinguished Yes Gear Tools Rites of Battle
Grav-Flares Small flares that hover at high altitude and illuminate an area 10km in diameter for 2d10 minutes. They come in red, white, green, gold, and7 blue. Yes Gear Tools Rites of Battle
Luminator Signal Flare Capsules A small beacon that can either provide steady illumination or flash rapidly. 5 Yes Gear Tools Rites of Battle
Siege Auspex A powerful auspex that can scan through materials to find weak points. Generally only scans through 20m of solid material. 13 Yes Gear Tools Rites of Battle
Stalker Flares Invisible markers, only viewable through preysense and photo-sights, or through auto-senses. 8 Yes Gear Tools Rites of Battle
Vivisection Cage A clawed arm mount. Grants +10 to Medicae, Intimidate, and Intimidate checks. May be used as a weapon that deals 1d5+5R with Tearing 35 and Toxic.
Distinguished Yes Gear Tools Rites of Battle
Chain of Zeal Black Templar Relic. Must requisition with a 20 req or less weapon. Grants +10 to Fear and Pinning tests, and +1 to effective rank3 for BT Solo
20 Distinguished
Ability. Yes Gear Tools Rites of Battle
Wings of Saronath Blood Angel Relic. Functions as jump pack, except it triples move rate. Grant +20 to Command and fellowship in dealings with 45 Blood Angels.
45 Hero Yes Gear Tools Rites of Battle
Blacksnow Charm Space Wolf Relic. Grants +5 strength when fighting Orkz, counts as a charm. 0.1 10 Distinguished Yes Gear Tools Rites of Battle
Augery Malifica Deathwatch Relic. Acts like a regular auspex, but grants +30 to awareness tests to detect Daemons, but only +5 to detect others. 1 Further20
abilities
Hero at GM's discretion. Yes Gear Tools Rites of Battle
The Plecian Tome Deathwatch Relic. May only be requisitioned by Techmarines. Grants +10 to F. Lore (Adeptus Mechanicus), and +2d10 to Tech-Use 5 (roll each
30 Hero
time). Yes Gear Tools Rites of Battle
Gang Leathers AP 1 - Arms, Body, Legs 5 25 Average Yes Armour Primitive Core
Heavy Leathers AP 2 - Arms, Body, Legs 7 100 Common Yes Armour Primitive Core
Quilted Vest AP 2 - Body 2 10 Common Yes Armour Primitive Core
Beast Furs AP 2 - Body 10 5 Average Yes Armour Primitive Core
Grox Hides AP 3 - Body 14 60 Common Yes Armour Primitive Core
Chain Coat AP 3 - Arms, Body, Legs 18 50 Average Yes Armour Primitive Core
Feudal Plate AP 5 - All 30 120 Scarce Yes Armour Primitive Core
Xeno Hides AP 6 - Body 22 5000 Very Rare Yes Armour Primitive Core
Banded Armour AP 3 - Arms, Body, Legs 12 50 Rare Yes Armour Primitive Feral & Feudal World
Bone AP 2 - Arms, Body, Legs 12 20 Average Yes Armour Primitive Feral & Feudal World
Bracers AP 1 - Arms, Body, Legs 0.5 10 Plentiful Yes Armour Primitive Feral & Feudal World
Heavy Plate AP 6 - All 28 300 Scarce Yes Armour Primitive Feral & Feudal World
Scale Armour AP 3 - Arms, Body, Legs 15 1000 Very Rare Yes Armour Primitive Feral & Feudal World
Scrag Furs AP 2 - Body 7 5 Common Yes Armour Primitive Feral & Feudal World
Silkmail AP 3 - Arms, Body, Legs 5 150 Rare Yes Armour Primitive Feral & Feudal World
Mirker's Greaves AP 4 - Legs 8 50 Average Yes Armour Primitive Hive World
Iron Collar AP3 - Head (-10 Dodge, AP5 vs critical) 3 20 Common Yes Armour Primitive Daemon Hunter
Burnscour Beast Hide AP 6 - Body 20 Very Rare Yes Armour Primitive Rogue Trader
Flak Helmet AP 2 - Head 2 25 Average Yes Armour Flak Armour Core
Flak Gauntlets AP 2 - Arms 1 50 Average Yes Armour Flak Armour Core
Light Flak Coat AP 2 - Arms, Body, Legs 4 80 Scarce Yes Armour Flak Armour Core
Flak Vest AP 3 - Body 5 50 Average Yes Armour Flak Armour Core
Flak Jacket AP 3 - Arms, Body, Legs 6 100 Average Yes Armour Flak Armour Core
Flak Cloak AP 3 - All 8 80 Scarce Yes Armour Flak Armour Core
Guard Flak Armour AP 4 - All 11 300 Scarce Yes Armour Flak Armour Core
Flak Greatcoat AP 4 - Arms, Body 9 150 Average Yes Armour Flak Armour War Zone
Mask Bodyglove AP 2 - Body, Arms, Legs 6 650 Rare Yes Armour Flak Armour Shadow Gear
Blur Suit AP 2 - All 7 750 Rare Yes Armour Flak Armour Shadow Gear
Flak Coat AP 3 - Arms, Body, Legs 5 Average Yes Armour Flak Armour Rogue Trader
Flak Armour AP 4 - All 15 N/A Yes Armour Flak Armour Astartes
Mesh Cowl AP 3 - Head 0.5 100 Rare Yes Armour Mesh Armour Core
Mesh Gloves AP 3 - Arms 0.5 120 Rare Yes Armour Mesh Armour Core
Xeno Mesh AP 4 - Arms, Body, Legs 2 375 Rare Yes Armour Mesh Armour Core
Mesh Vest AP 4 - Body 1 150 Rare Yes Armour Mesh Armour Core
Mesh Combat Cloak AP 4 - All 1.5 350 Very Rare Yes Armour Mesh Armour Core
Mesh-Weave Clothing AP 3 - Arms, Body, Legs 1 Extremely Rare Yes Armour Mesh Armour Hostile Acquisitions
Hardened Body Glove AP 3 - Arms, Body, Legs 5 300 Rare Yes Armour Mesh Armour Hive World
Volcanis Shroud AP 3 - All 20 350 Average Yes Armour Mesh Armour Hive World
Carapace Helm AP 4 - Head 2 250 Rare Yes Armour Carapace Armour Core
Carapace Vambraces AP 5 - Arms 2 300 Rare Yes Armour Carapace Armour Core
Carapace Greaves AP 5 - Legs 3 375 Rare Yes Armour Carapace Armour Core
Enforcer Light Carapace AP 5 - Arms, Body, Legs 15 575 Rare Yes Armour Carapace Armour Core
Carapace Chest Plate AP 6 - Body 7 600 Rare Yes Armour Carapace Armour Core
Storm Trooper Carapace AP 6 - All 17 3750 Very Rare Yes Armour Carapace Armour Core
Pressure Carapace AP 6 - All, acts as void suit, 50% chance that punctures auto seal (100% if good or best quality) 16 Very Rare Yes Armour Carapace Armour Hostile Acquisitions
Magistratum Carapace AP 5 - All 16 1100 Rare Yes Armour Carapace Armour Hive World
Boarding Armour AP 5 - Body, Head 17 1225 Rare Yes Armour Carapace Armour The Void
Windrider Carapace AP 6 - Body 6 800 Scarce Yes Armour Carapace Armour War Zone
Cameleoline Combat Armour AP 5 - All 17 1000 Very Rare Yes Armour Carapace Armour Shadow Gear
Shock Carapace AP 6 - Body, Arms, Legs 19 5000 Very Rare Yes Armour Carapace Armour Shadow Gear
Cadian Kasrkin Carapace AP 6 - All 15 Very Rare Yes Armour Carapace Armour Ascension
Judge's Carapace AP 5 - All 15.5 Very Rare Yes Armour Carapace Armour Ascension
Hospitaller Carapace AP 5(4) - All (Head) 20 10000 Very Rare Yes Armour Carapace Armour Reliquary
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Sanctified Carapace AP 6 - All 18 6000 Very Rare Yes Armour Carapace Armour Reliquary
Scout Armour AP 6 - Body, Arms 30 N/A Yes Armour Carapace Armour Astartes
Carapace Armour AP 6 - All 15 N/A Yes Armour Carapace Armour Astartes
Deathwatch Scout Armour AP 7(5) - Body, Arms (Legs) 30 N/A Yes Armour Carapace Armour Rites of Battle
Crimson Armour AP 6 - All 6 12500 Extremely Rare Yes Armour Carapace Armour Lathe Worlds
Light Power Armour AP 7 - All 40 8500 Very Rare Yes Armour Power Armour Core
Power Armour AP 8 - All 65 15000 Very Rare Yes Armour Power Armour Core
Dragon Scale AP 8 - All 20 7500 Tech-Priest only Yes Armour Power Armour Forge World
Lidhl Power Armour AP 6 - All 40 8000 Very Rare Yes Armour Power Armour War Zone
Ignatus Power Armour AP 8 - All 65 Extremely Rare Yes Armour Power Armour Ascension
Heavy Power Armour AP 9 - All 150 Extremely Rare Yes Armour Power Armour Into the Storm
Sororitas Powered Armour AP 7(8) - Arms, Legs, Head (Body) 35 20000 Very Rare Yes Armour Power Armour Reliquary
Malleus Power Armour AP 9 - All 180 25000 Near Unique Yes Armour Power Armour Daemon Hunter
Malleus Terminator Armour AP 12 - All 400 Unique Yes Armour Power Armour Daemon Hunter
Grey Knight Power Armour AP 8(10) - Arms, Legs, Head (Body) 180 Rank 1 Yes Armour Power Armour Daemon Hunter
Grey Knight Terminator Armour AP 14 - All 400 Rank 3 No Armour Power Armour Daemon Hunter
Nemesis Dreadknight AP 15 - All 2000 Rank 8 No Armour Power Armour Daemon Hunter
Astartes Power Armour AP 8 and 10 - All 180 N/A Yes Armour Power Armour Astartes
Artificer Armour AP 12 - All 100 60 Hero Yes Armour Power Armour Astartes
Terminator Armour AP 14 - All 400 100 Famed Yes Armour Power Armour Astartes
Armour of the Remorseless Crusader AP 12 - All 110 70 Hero Yes Armour Power Armour Astartes
Diagnostor Helmet AP 8 - Head 30 15 Yes Armour Power Armour Astartes
Mk I "Thunder" Armour AP 4, 6, 8 - Legs, Arm/Head, Body 250 N/A Yes Armour Power Armour Rites of Battle
Mk II "Crusade" Armour AP 7 and 9 - All 280 N/A Yes Armour Power Armour Rites of Battle
Mk III "Iron" Armour AP 9 and 10 (6) - All 300 N/A Yes Armour Power Armour Rites of Battle
Mk IV "Maximus" Armour AP 7 and 9 - All 220 N/A Yes Armour Power Armour Rites of Battle
Mk V "Heresy" Armour AP 8 and 9 - All 200 N/A Yes Armour Power Armour Rites of Battle
Mk VI "Corvus" Armour AP 8 and 9 - All 170 N/A Yes Armour Power Armour Rites of Battle
Mk VIII "Errant" Armour AP 8 and 11 - All 190 N/A Yes Armour Power Armour Rites of Battle
Amulet of Warding AP special - All 1 30000 Very Rare Yes Armour Force Field Forge World
Refractor Field AP special - All 1.5 20000 Very Rare Yes Armour Force Field War Zone
Refractor Charge Cell 1000 Rare Yes Armour Force Field War Zone
Rosarius All 2 25000 Rare Yes Armour Force Field Holy Ordos
Refraction Bracer AP 30 - All 0.3 5000 Rare Yes Armour Force Field Daemon Hunter
Refraction Field (Brontian Pattern) AP 30 - All 0.4 15000 Very Rare Yes Armour Force Field Daemon Hunter
Jokaerian Field AP 70 - Psychic attacks only 0.5 50000 Near Unique Yes Armour Force Field Daemon Hunter
Refractor Field (Lathe) AP 30 - All 0.5 Very Rare Yes Armour Force Field Ascension
Rosarius (Maccabien) AP 50 - All 0.5 Extremely Rare Yes Armour Force Field Ascension
Icon of the Just (Daemonsbane) AP 55 - All 0.5 Near Unique Yes Armour Force Field Ascension
Null Blocker (Lathe) AP 60 - All 0.5 Extremely Rare Yes Armour Force Field Ascension
Archeotech Mirror Shield AP 60 - Arm and Body 1.5 Near Unique Yes Armour Force Field Into the Storm
Conversion Field (Locke) AP 50 - All 1 Extremely Rare Yes Armour Force Field Into the Storm
Displacer Field (Mars) AP 55 - All 2 Near Unique Yes Armour Force Field Into the Storm
Eldar Forceshield AP 75 - All 0.2 Unique Yes Armour Force Field Into the Storm
Power Field (Personal) (Ryza) AP 80 - All 50 Near Unique Yes Armour Force Field Into the Storm
Power Field (Vehicle/Emplacement) AP 80 - All 500 Extremely Rare Yes Armour Force Field Into the Storm
Refractor Field (Mars) AP 30 - All 2 Very Rare Yes Armour Force Field Into the Storm
Salvation Shield AP 70 - One location 0.05 Near Unique Yes Armour Force Field Into the Storm
Combat Shield AP 25 - Arm 3 20 Distinguished Yes Armour Force Field Astartes
Storm Shield AP 55 - Arm and Body 10 35 Distinguished Yes Armour Force Field Astartes
Iron Halo AP 50 - All 0.5 40 Hero Yes Armour Force Field Astartes
Levin Shield AP 55 - Arm and Body 10 50 Hero Yes Armour Force Field Astartes
Rosarius AP 50 - All Chaplains Yes Armour Force Field Rites of Battle
Synskin AP 2 - All 2 2500 Very Rare Yes Armour Other Armour Core
Great Wolf Pelt AP 0 - +10 Fel with space marines, +20 loyalty 2 10 Respected Yes Armour Other Armour First Founding
Salamanders' Mantle AP 0 - Cannot be set on fire 2 20 Respected Yes Armour Other Armour First Founding
Mantle of the Fallen Wolf AP 0 - Add 2d10 requisition points and reduces renown restrictions 2 20 Distinguished Yes Armour Other Armour First Founding
Environmental body Glove AP 1 - All 5 625 Rare Yes Armour Other Armour Frontier World
Slither Boots AP 3 - Legs 6 500 Rare Yes Armour Other Armour Frontier World
Wind Armour AP 3 - All 18 2200 Rare Yes Armour Other Armour Frontier World
Armoured Bodyglove AP 3 - Arms, Body, Legs 5 Rare Yes Armour Other Armour Rogue Trader
Holo-Armour AP 4 - All 4 Special Special Yes Armour Other Armour Xenos Tech
Mecronid Armour AP 7 - All 2 15000 Very Rare Yes Armour Other Armour Xenos Tech
Eldar Raider Armour AP 5 - All 4 Near Unique Yes Armour Other Armour Into the Storm
Flexsteel AP 4 - Arms, Body, Legs 7 Very Rare Yes Armour Other Armour Into the Storm
Thermal AP 3 - All 12 Rare Yes Armour Other Armour Into the Storm
Ard Hat AP 2 - Head 3 Scarce/Common Yes Armour Other Armour ITS Ork
Boss Pole Head 5 Very Rare/Rare Yes Armour Other Armour ITS Ork
Eavy Armour AP 4 - Body, Legs 8 Very Rare/Rare Yes Armour Other Armour ITS Ork
Iron Gob AP 2 - Head 5 Very Rare/Rare Yes Armour Other Armour ITS Ork
Squighide AP 3 - Body, Arms, Legs 4 Scarce/Plentiful Yes Armour Other Armour ITS Ork
Fetish Pouch 2 Extremely Rare/Rare Yes Armour Other Armour ITS Kroot
Kroot Leathers AP 2 - All 4 Very Rare/Rare Yes Armour Other Armour ITS Kroot
Totem 1 Near Unique/Extremely Rare Yes Armour Other Armour ITS Kroot
Augmetic Engine-Plate AP 7 - All, AP 10 vs energy. Immune to flame weapons. -10 Ag and further -10 to fine manipulation (adjust manually) 20 Rare Yes Armour Other Armour Hostile Acquisitions
Voidsuit (Footfall) AP 2 - All 10 Scarce Yes Armour Other Armour Hostile Acquisitions
Xenos Chitin Armour AP 5 - Body, heretical. 3 Near Unique Yes Armour Other Armour Hostile Acquisitions
Blessed Sackcloth Tunic AP 2 - Body 4 500 Rare Yes Armour Other Armour Reliquary
Sanctified Chain Coat AP 4 - Arms, Body 15 750 Rare Yes Armour Other Armour Reliquary
Shield Robes AP 3 - Arms, Legs, Body 2 5000 Very Rare Yes Armour Other Armour Reliquary
Cloaks of St. Aspira AP Adds 3 - All 4 Extremely Rare Yes Armour Other Armour Reliquary
Mantle of Ophelia 4 Near Unique Yes Armour Other Armour Reliquary
Vindicare Spy Mask Details on pg 147 2 Near Unique Yes Armour Other Armour Ascension
Vindicare Stealth Suit Details on pg 147 5 Near Unique Yes Armour Other Armour Ascension
Laspistol 30m S/-/- 1d10+2E 0 30 Full Reliable 1.5 50 Common No Pistol Las Core
Las Carbine 60m S/2/- 1d10+2E 0 40 Full Reliable 3 75 Common No Basic Las Core
Lasgun 100m S/3/- 1d10+3E 0 60 Full Reliable 4 75 Common No Basic Las Core
Long Las 150m S/-/- 1d10+3E 1 40 Full Accurate, Reliable 4.5 100 Scarce No Basic Las Core
MP Lascannon 300m S/-/- 5d10+10E 10 5 2Full 55 5000 Very Rare No Heavy Las Core
Civitas 25m S/2/- 1d10+1E 0 25 Full Reliable 2 40 Common No Pistol Las Hive World
Death Light 80m S/3/- 1d10+5E 2 18 Full 7.2 250 Very Rare No Basic Las Hive World
Drusus Prime 100m S/2/- 1d10+3E 0 50 Full 7 50 Common No Basic Las Hive World
Dueling Las 30m S/-/- 1d10+4E 4 1 Full Accurate, Tearing 1.7 220 Very Rare No Pistol Las Hive World
Minerva -Aegis 60m S/4/8 1d10+2E 0 40 Full Reliable 4.1 150 Scarce No Basic Las Hive World
Palantine 20m S/3/- 1d10+2E 0 20 Full Reliable 1.1 100 Average No Pistol Las Hive World
Series-S Venom 10m S/-/- 1d10+1E 0 15 0.5 120 Scarce No Pistol Las Hive World
Steel Burner 30m S/-/- 1d10+4E 2 10 Full 2.5 100 Very Rare No Pistol Las Hive World
D'laku Hellgun 100m S/3/5 1d10+3E 4 40 2Full 10 500 Scarce No Basic Las Forge World
Fury 20m S/2/5 1d10+2E 0 30 Full Reliable 1.5 100 Scarce No Pistol Las War Zone
Hellgun 110m S/3/- 1d10+4E 3 40 3Full 6 180 Rare No Basic Las War Zone
Hellpistol 35m S/2/- 1d10+3E 3 20 2Full 4 140 Rare No Pistol Las War Zone
Laslock 70m S/-/- 1d10+4E 0 1 Full Unreliable 4 40 Plentiful No Basic Las War Zone
Mark III 100m S/3/- 1d10+3E 0 60 Full Reliable 4 75 Average No Basic Las War Zone
Mark IV 70m S/2/- 1d10+3E 0 15 Full Accurate, Reliable 1.75 150 Rare No Pistol Las War Zone
Multi-Laser 250m -/-/10 3d10+3E 4 60 3Full 50 2000 Scarce No Heavy Las War Zone
Roth Pattern 120m S/2/- 1d10+2E 0 60 Full Reliable 4 175 Rare No Basic Las War Zone
Stormfront 100m S/3/- 1d10+3E 0 60 Full Reliable 5 85 Very Rare No Basic Las War Zone
Twin Lasgun 100m S/2/- 1d10+4E 0 18 Full Tearing, Unreliable 7 220 Rare No Basic Las War Zone
Integrated Lathe-Laspistol 40m S/2/- 1d10+5E 2 Tearing 2 150 Very Rare No Pistol Las Lathe Worlds
Integrated Lathe-Lasrifle 100m S/2/- 1d10+5E 2 Tearing 4.5 200 Very Rare No Basic Las Lathe Worlds
Integrated Lathe-Lasblaster 80m S/-/4 1d10+5E 8 Tearing 6 950 Extremely Rare No Basic Las Lathe Worlds
Digital Laser 4m S/-/- 1d10+3E 7 1 Special Reliable 0.1 9000 Unique No Pistol Las Daemon Hunter
Synapse Disruptor 40m S/-/- Special 0 10 2 Full 5 3500 Very Rare No Basic Las Daemon Hunter
Archeotech Laspistol 90m S/3/- 1d10+3E 2 70 Full Accurate, Reliable 4 Near Unique No Pistol Las Rogue Trader
Belasco Dueling Pistol 45m S/-/- 1d10+5E 4 1 Full Accurate 1.5 Very Rare No Pistol Las Rogue Trader
Hellpistol (Lucius) 35m S/2/- 1d10+4E 7 40 2Full 4 Rare No Pistol Las Rogue Trader
Hellgun (Lucius) 110m S/3/- 1d10+4E 7 30 2Full 6 Rare No Basic Las Rogue Trader
Las Gauntlets 50m S/4/- 1d10+4E 1 20 Full Reliable 3 Very Rare No Pistol Las Rogue Trader
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Lascarbine (Locke) 60m S/2/- 1d10+3E 0 40 2Full Reliable 2.5 Scarce No Basic Las Rogue Trader
Hellgun (Cadian) 50m S/3/- 1d10+4E 7 30 2Full 6 Rare No Basic Las Ascension
Hellpistol (Cadian) 20m S/2/- 1d10+4E 7 40 2Full 4 Rare No Pistol Las Ascension
Assault Lasgun 50m S/-/5 1d10+3E 0 120 2Full Reliable 4.5 Average No Basic Las Into the Storm
Mark IV Dervish 25m S/4/- 1d10+3E 0 20 Full Reliable 1.5 Scarce No Pistol Las Into the Storm
Mezoa Lascutter 5m S/-/- 2d10+3E 6 10 2Full 8 Rare No Heavy Las Into the Storm
Lascannon 300m S/-/- 5d10+10E 10 6 2Full Proven(3) 75 30 Respected No Heavy Las Astartes
Retribution 90m S/-/- 1d10+3E 0 10 Full Accurate 4 Very Rare No Basic Las Hostile Acquisitions
Shotlas 20m S/3/- 1d10+4E 1 40 2 Full 4 Scare No Basic Las Hostile Acquisitions
Stutter-las 35m S/-/5 1d10+2E 0 25 Full Inaccurate 2 Average No Pistol Las Hostile Acquisitions
Autopistol 30m S/-/6 1d10+2I 0 18 Full 2.5 75 Common No Pistol SP Core
Stub Revolver 30m S/-/- 1d10+3I 0 6 2Full Reliable 1 40 Plentiful No Pistol SP Core
Stub Auto 30m S/3/- 1d10+3I 0 9 Full 1.5 50 Plentiful No Pistol SP Core
Hand Cannon 35m S/-/- 1D10+4i 2 5 2Full 3 65 Average No Pistol SP Core
Autogun 90m S/3/10 1d10+3I 0 30 Full 3.5 100 Average No Basic SP Core
Hunting Rifle 150m S/-/- 1d10+3I 0 5 Full Accurate 5 100 Scarce No Basic SP Core
Shotgun 30m S/-/- 1d10+4I 0 2 2Full Scatter, Reliable 5 60 Common No Basic SP Core
Pump-Action Shotgun 30m S/-/- 1d10+4I 0 8 2Full Scatter, Reliable 5 75 Average No Basic SP Core
Combat Shotgun 30m S/3/- 1D10+4i 0 18 Full Scatter 6.5 150 Scarce No Basic SP Core
Heavy Stubber 120m -/-/10 1d10+4I 3 200 2Full 35 750 Scarce No Heavy SP Core
Armageddon 100m S/2/6 1D10+4i 0 15 Full Reliable 8.5 100 Average No Basic SP Hive World
Armsman-10 35m S/3/- 1d10+3I 0 13 Full 1.5 50 Plentiful No Pistol SP Hive World
Blackhammer 20m S/-/- 2d10I 0 1 2Full Inaccurate, Scatter 4.7 250 Rare No Basic SP Hive World
Carnodon 35m S/3/- 1d10+4I 2 6 Full Accurate 2.5 200 Scarce No Pistol SP Hive World
VI Crank Cannon 70m -/-/5 1d10+5I 0 100 3Full Unreliable 38 500 Average No Heavy SP Hive World
Creed-9 50m S/3/10 1d10+3I 0 35 Full 3.6 115 Average No Basic SP Hive World
Encarmine 20m S/3/8 1d10I 0 24 Full 2 90 Average No Pistol SP Hive World
Fate Bringer 40m S/-/- 1d10+3I 2 5 2Full Accurate, Reliable 1.6 200 Rare No Pistol SP Hive World
Flametongue 20m S/-/- 1d10+6I 0 2 2Full Primitive, Reliable 2 140 Rare No Pistol SP Hive World
Hack Shotgun 10m S/-/- 1d10+4I 0 1 2Full Inaccurate, Scatter, Tearing 3 60 Common No Pistol SP Hive World
Hecuter 30m S/3/6 1d10+3I 0 15 Full Reliable 2 175 Average No Pistol SP Hive World
Mariette 20m S/-/- 2d5+3I 0 1 2Full 0.5 400 Rare No Pistol SP Hive World
Mercy Killer 20m S/-/- 1d10+2I 0 1 2Full Inaccurate, Unreliable 1 10 Plentiful No Pistol SP Hive World
Meat Hammer 30m S/-/- 2d5+6I 0 1 3Full Scatter, Tearing 5 80 Scarce No Basic SP Hive World
Nomad 250m S/-/- 1d10+5I 3 4 Full Accurate, Reliable 10 2000 Very Rare No Basic SP Hive World
Phobos Stubber 30m S/3/- 1d10+3I 0 9 Full 1.3 50 Plentiful No Pistol SP Hive World
Puritan-14 20m S/3/6 1d10+2I 0 14 Full 1.7 100 Scarce No Pistol SP Hive World
Ripper Clip 15m -/-/6 1d10+2I 0 12 Full Inaccurate, Unreliable 3 40 Scarce No Pistol SP Hive World
Salvation 10m S/3/- 1d10I 0 7 0.7 80 Common No Pistol SP Hive World
Scalptaker 30m S/-/- 1d10+3I 0 6 2Full Reliable 2 40 Plentiful No Pistol SP Hive World
Slayer 30m S/-/- 1d10+4I 0 6 3Full Scatter 3.5 70 Average No Basic SP Hive World
Spectre 80m S/3/10 1d10+3I 0 20(x3) Full (each) 6.5 375 Rare No Basic SP Hive World
Steadholder 100m S/-/- 1d10+4I 0 6 Full 5 60 Plentiful No Basic SP Hive World
Stormchild 35m S/-/- 1d10+4I 2 5 2Full 3 65 Average No Pistol SP Hive World
Talon Mark III 30m S/2/6 1d10+2I 0 18 Full 2.3 70 Common No Pistol SP Hive World
54 Tranter 30m S/2/- 1d10+5I 2 7 Full Unreliable 3.5 95 Common No Pistol SP Hive World
Panoptic 35m S/2/- 1d10+3I 0 5(x2) 2Full Reliable 2 225 Rare No Pistol SP Forge World
Vanahein 40m S/3/6 1d10+4I 0 15 Full Scatter 8 300 Average No Basic SP Forge World
Ironclaw 30m S/2/- 1d10+4I 0 12 Full Reliable, Scatter 6.5 80 Scarce No Basic SP The Void
Naval Shotcannon 40m S/3/- 2d10+4I 0 24 2Full Scatter, Unreliable 7 700 Scarce No Heavy SP The Void
Irontalon 20m S/2/5 1d10+2I 0 15 Full Primitive, Reliable, Tearing 2 150 Rare No Pistol SP The Void
Shotgun Pistol 10m S/-/- 1d10+4I 0 1 Full Reliable, Scatter 1 60 Average No Pistol SP The Void
Alcher Mark IV 60m S/-/10 1d10+3I 0 40 Full 3.5 95 Average No Basic SP War Zone
Assault Cannon 120m -/-/10 3d10+5I 5 200 2Full Tearing, Unreliable 60 7000 Very Rare No Heavy SP War Zone
Autocannon 300m S/2/5 4d10+5I 4 20 2Full 55 1000 Scarce No Heavy SP War Zone
Doreas Pattern 30m S/3/- 1d10+3I 0 9 Half 1.5 150 Rare No Pistol SP War Zone
Orthlak Mark IV 30m S/-/6 1d10+4I 0 12 Full 2.5 75 Scarce No Pistol SP War Zone
Integrated Catalytic Mass Driver 120m s/-/5 1d10R 12 7 600 Very Rare No Basic SP Lathe Worlds
Integrated Heavy Catalytic Mass Driver 150m S/-/10 1d10+4R 12 16 2800 Very Rare No Heavy SP Lathe Worlds
Catechist 40m S/-/- 1d10+4R 3 5 2Full Special 4 750 Rare No Basic SP Holy Ordos
Baraspian Palm Gun 5m S/-/- 1d10R 0 2 Full 0.5 150 Rare No Pistol SP Daemon Hunter
Hell Rifle 300m S/-/- 2d10+4R 7 Felling(2) 10 Unique No Basic SP Daemon Hunter
Sting-Blunt 30m S/2/- 1d10R 0 5 Full, Shocking 1.5 350 Common No Pistol SP Daemon Hunter
Ius Automatic 30m S/3/- 1d10+3I 0 11 Full Reliable 1.7 95 Average No Pistol SP Book of Judgement
Judgeslayer Handcannon 20m S/-/- 1d10+2I 6 4 2 Full Unreliable, Unstable 3.5 100 Average No Pistol SP Book of Judgement
Raffir Ringleader Pistol 30m S/-/- 1d10+4I 3 5 2 Full 0.25 500 Rare No Pistol SP Book of Judgement
Raffir Pax Factorem Rifle 150m S/2/- 1d10+3I 2 5 Full Accurate 6.5 750 Rare No Basic SP Book of Judgement
Vox Legi-pattern Shotgun 30m S/2/- 1d10+9I 0 14 2 Full Reliable, Scatter 7 400 Very Rare No Basic SP Book of Judgement
Bulldog Heavy Stubber 120m -/-/8 1d10+4I 3 50 Full Reliable 30 800 Rare No Basic SP Book of Judgement
Heavy Stubber(Orthlack) 120m -/-/10 1d10+5I 3 200 2Full 35 Average No Pistol SP Rogue Trader
Heavy Stubber(Ursid) 120m -/-/10 1d10+5I 3 40 Full 35 Scarce No Heavy SP Rogue Trader
Naval Pistol(Mars) 20m S/3/- 1d10+4I 0 6 Full Tearing 3 Scarce No Pistol SP Rogue Trader
Assault Stubber 100m -/-/6 1d10+4I 3 200 2Full Storm 21 Average No Heavy SP Into the Storm
Civilian Firearm 60m S/2/- 1d10+3I 0 6 Full 3 Common No Basic SP Into the Storm
Disposable Handgun 30m S/2/- 1d10+2I 0 8 2Full Inaccurate, Unreliable 2 Ubiquitous No Pistol SP Into the Storm
Ripper Pistol 30m S/2/- 1d10+3I 7 8 Full Tearing, Toxic 4 Extremely Rare No Pistol SP Into the Storm
Sniper Rifle 220m S/-/- 1d10+4I 0 6 Full Accurate 4 Rare No Basic SP Into the Storm
Auto-Carbine 35m -/-/5 1d10+3I 0 20 Full Inaccurate 3 Scarce No Basic SP Hostile Acquisitions
Auto-Stubber 60m S/3/- 1d10+4I 0 20 2 Full Inaccurate, Tearing, Unreliable 4 Scarce No Basic SP Hostile Acquisitions
Boarding Gun 30m S/3/- 1d10+5I 1 3 2 Full Inaccurate, Reliable, Scatter 6 Scarce No Basic SP Hostile Acquisitions
Harpoon Gun 60m S/-/- 1d10+4R 2 1 Full Snare, Tearing 5 Rare No Basic SP Hostile Acquisitions
Razorhail Gun 35m S/-/- 1d10+2R 1 1 Full Scatter, Tearing 5 Average No Basic SP Hostile Acquisitions
Shotgun (Persecutor) 35m S/3/- 1d10+4I 0 20 Full Reliable, Scatter 6 Rare No Basic SP Hostile Acquisitions
Void Speargun 10m S/-/- 1d10+2R 2 1 Full 1.5 Average No Basic SP Into the Storm
Astartes Assault Cannon 150m -/-/10 2d10+12I 6 200 3Full Devastating(1), Tearing 80 30 Famed Unsure Mounted SP Astartes
Astartes Shotgun 30m S/2/- 1d10+9I 4 18 Full Reliable, Scatter 12 5 No Basic SP Astartes
Raven Shotgun 30m S/-/- 1d10+6I 0 18 Full Reliable, Scatter, Silent 10 10 No Basic SP First Founding
Assault Shotgun 30m S/3/5 1d10+10I 4 20 Full Reliable, Scatter 10 7 No Basic SP Rites of Battle
Bolt Pistol 30m S/2/- 1d10+5X 4 8 Full Tearing 3.5 250 Rare No Pistol Bolt Core
Boltgun 90m S/2/- 1d10+5X 4 24 Full Tearing 7 500 Very Rare No Basic Bolt Core
Heavy Bolter 120m -/-/10 2d10X 5 60 2Full Tearing 40 2000 Very Rare No Heavy Bolt Core
Angelus 100m S/-/- 2d10X 5 3 3Full Accurate, Tearing 11 2000 Very Rare No Basic Bolt Hive World
Mauler 30m S/3/- 1d10+5X 4 6 Full Reliable, Tearing 2.75 375 Very Rare No Pistol Bolt Hive World
Spitfire 20m S/-/- 1d10+3X 0 3 Full Tearing, Unreliable 3 75 Scarce No Pistol Bolt Hive World
Garm Pattern 30m S/2/- 1d10+5X 4 8 Full Tearing 4.5 350 Rare No Pistol Bolt War Zone
Scourge Boltgun 90m S/2/- 1d10+5X 4 24 Full Reliable, Tearing 10 650 Very Rare No Basic Bolt War Zone
Sacristan Bolter 30m S/2/- 1d10+6R 4 6 Full Tearing 3.3 380 Rare No Pistol Bolt Holy Ordos
Boltgun(Locke) 90m S/2/4 1d10+5X 4 24 Full Tearing 7 Very Rare No Basic Bolt Rogue Trader
Bolt Pistol(Ceres) 30m S/2/- 1d10+5X 4 8 Full Tearing 3.5 Rare No Pistol Bolt Rogue Trader
Storm Bolter(Mars) 90m S/2/4 1d10+5X 4 60 Full Storm, Tearing 9 Extremely Rare No Basic Bolt Rogue Trader
Heavy Bolter(Solar) 120m -/-/10 2d10+2X 5 60 Full Tearing 40 Very Rare No Heavy Bolt Rogue Trader
Malleus Psycannon 120m S/-/5 2d10+5X 5 40 3Full Tearing, Reliable, Sanctified 20 Extremely Rare No Heavy Bolt Ascension
Storm Bolter (Ryza) 90m S/2/4 1d10+5X 4 60 Full Storm, Tearing 9 Extremely Rare No Basic Bolt Ascension
Bolter Cane 30m S/-/- 1d10+5X 4 1 2Full Tearing 3 Very Rare No Pistol Bolt Into the Storm
Solo Boltgun 100m S/-/- 1d10+5X 4 8 Full Accurate, Tearing, Reliable 7 Very Rare No Basic Bolt Into the Storm
Bolt Carbine (Ceres) 90m S/2/- 1d10+5X 4 12 2 Full Reliable, Tearing 5 Very Rare No Basic Bolt Hostile Acquisitions
Bolt Pistol (Footfall) 25m S/2/- 1d10+4X 2 6 Full Tearing, Unreliable 4.5 Scarce No Pistol Bolt Hostile Acquisitions
Boltgun (Footfall) 80m S/3/- 1d10+4X 2 18 Full Tearing, Unreliable 8 Rare No Basic Bolt Hostile Acquisitions
Boltgun (Archeotech) 120m S/3/- 1d10+9X 4 30 Full Reliable, Tearing 10 Near Unique No Basic Bolt Hostile Acquisitions
Godwyn-De'az Bolter 90m S/2/- 1d10+5X 4 30 Full Reliable, Tearing 6 1000 Very Rare No Basic Bolt Reliquary
Godwyn-De'az Storm Bolter 90m S/2/- 1d10+5X 4 60 Full Reliable, Tearing, Storm 12 9000 Extremely Rare No Basic Bolt Reliquary
Astartes Storm Bolter 100m S/2/4 1d10+9X 5 60 2Full Storm, Tearing 26 Rank 1 No Basic Bolt Daemon Hunter
Astartes Bolt Pistol 30m S/2/- 1d10+9X 4 14 Full Tearing 5.5 5 No Pistol Bolt Astartes
Bolter (Godwyn) 100m S/3/- 1d10+9X 4 28 Full Tearing 18 5 No Basic Bolt Astartes
Boltgun (Stalker) 200m S/-/- 1d10+9X 4 24 Full Accurate,Tearing 17 15 Respected No Basic Bolt Astartes
Combi-Weapon 100m S/3/- 1d10+9X 4 28 Full Tearing 25 15 Respected No Basic Bolt Astartes
Astartes Heavy Bolter 150m -/-/6 1d10+12X 5 60 Full Tearing 68 20 No Heavy Bolt Astartes
Storm Bolter 100m S/4/- 1d10+9X 4 60 2Full Storm,Tearing 26 20 Respected No Basic Bolt Astartes
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Skapulan Bolter 120m S/2/4 2d10+9X 7 28 Full Accurate, Tearing, Special 16 75 Hero No Basic Bolt Astartes
Angelus Bolter 50m S/3/- 1d10+9X 6 36 2Full Tearing 16 25 Respected No Basic Bolt First Founding
Gilded Boltgun 100m S/2/4 1d10+9X 4 30 Full Tearing 20 20 Distinguished No Basic Bolt First Founding
Bolter (Hesh) 50m S/3/- 1d10+9X 4 28 Full Tearing Accurate, Reliable 15 * * No Basic Bolt Rites of Battle
Furious Vengeance 100m S/2/4 2d10+5X 8 28 Full Tearing, Felling (1) 18 25 Hero No Basic Bolt Rites of Battle
Guardian Bolt Pistol 30m S/2/- 1d10+9X 4 14 Full Tearing, Accurate, Reliable 5.5 * Distinguished No Pistol Bolt Rites of Battle
Octavio's Burden 100m S/2/4 2d10+5X 5 28 Full Tearing 18 25 Distinguished No Basic Bolt Rites of Battle
Redemption of St. Sulech 160m -/-/12 2d10+12X 6 60 Full Tearing 68 40 Famed No Heavy Bolt Rites of Battle
Urion's Doom 120m S/2/4 2d10+5X 5 60 2Full Storm, Tearing 26 35 Famed No Basic Bolt Rites of Battle
Inferno Pistol 10m S/-/- 2d10+4E 12 3 Full 2.5 7500 Very Rare No Pistol Melta Core
Meltagun 20m S/-/- 2d10+4E 12 5 2Full 8 4000 Rare No Basic Melta Core
Melta-Cutter 10m S/-/- 2d10+4E 10 5 3Full 30 600 Scarce No Basic Melta Hive World
Multi-Melta 60m S/-/- 4d10+12E 12 10 2Full Blast(1) 55 8500 Very Rare No Heavy Melta War Zone
Ultimo 40m S/-/- 2d10+2E 8 5 2Full 10 2500 Very Rare No Basic Melta War Zone
Thermal Lance 10m S/-/- 2d10+4E 12 2 2Full 14 3000 Rare No Heavy Melta War Zone
Inferno Pistol(Mars) 10m S/-/- 2d10+8E 13 3 Full 2.5 Very Rare No Pistol Melta Rogue Trader
Meltagun(Mars) 20m S/-/- 2d10+8E 13 5 2Full 7.5 Rare No Basic Melta Rogue Trader
Meltagun(Mezoa) 20m S/-/- 2d10+8E 13 10 3Full 8.5 Rare No Basic Melta Rogue Trader
Thermal Lance(Mars) 10m S/-/- 2d10+10E 12 2 2Full Accurate 40 Rare No Heavy Melta Rogue Trader
Multi-Melta(Mars) 60m S/3/- 4d10+5E 13 10 2Full Blast(1) 40 Very Rare No Heavy Melta Rogue Trader
Hellax Infernus 10m S/-/- 2d10+6E 14 5 2Full Sanctified 2 Unique No Pistol Melta Ascension
Beamer Meltagun 40m S/-/- 2d10+6E 12 6 2Full 9 Very Rare No Basic Melta Into the Storm
Melta Cutter 5m S/-/- 3d10+8E 13 5 2 Full Inaccurate, Scatter 8 Rare No Basic Melta Hostile Acquisitions
Seraphim Inferno Pistol 10m S/-/- 2d10+2E 10 6 Full Reliable 2 9000 Extremely Rare No Pistol Melta Reliquary
Infernus Pistol 10m S/-/- 2d10+12E 12 4 Full 5 35 Famed No Pistol Melta Astartes
Meltagun (Vulkan) 30m S/-/- 2d10+14E 12 6 2Full 14 20 Respected No Basic Melta Astartes
Multi-Melta (Maxima) 60m S/-/- 2d10+16E 12 12 2Full Blast(1) 72 35 Respected No Heavy Melta Astartes
Conflagration Infernus Pistol 10m S/-/- 2d10+14E 14 2 Full 5 35 Distinguished No Pistol Melta Rites of Battle
Conflagration Meltagun 20m S/-/- 2d10+14E 4 2Full 14 35 Distinguished No Basic Melta Rites of Battle
Firestorm Multi-Melta 100m S/2/- 2d10+20E 14 6 2Full Blast(2), Recharge, Volatile 70 65 Distinguished No Heavy Melta Rites of Battle
Plasma Pistol 30m S/-/- 1d10+6E 6 10 4Full Recharge, Overheats 4 4000 Very Rare No Pistol Plasma Core
Plasma Gun 90m S/2/- 1d10+6E 6 20 8Full Recharge, Overheats 11 3000 Very Rare No Basic Plasma Core
Kronos 30m S/-/- 1d10+6E 6 10 4Full Overheats, Recharge 4 5000 Very Rare No Pistol Plasma Forge World
Plasma Blaster 60m S/-/- 2d10+6E 6 6 2Full Overheats, Recharge, Unreliable 20 7500 Very Rare No Basic Plasma War Zone
Plasma Cannon 120m S/-/- 2d10+10E 8 16 5Full Overheats, Recharge, Unreliable 38 8500 Very Rare No Heavy Plasma War Zone
Mark III Sunfury 80m S/2/- 1d10+10E 6 10 2Full Overheats, Recharge 12 3000 Very Rare No Basic Plasma War Zone
Integrated Phased Plasma Rifle 100m S/2/4 2d10E 6 12 1200 Very Rare No Basic Plasma Lathe Worlds
Plasma Pistol(Ryza) 30m S/2/- 1d10+6E 6 10 3Full Overheat 4 Very Rare No Pistol Plasma Rogue Trader
Plasma Gun(Mezoa) 90m S/2/- 1d10+7E 6 40 5Full Overheat 18 Very Rare No Basic Plasma Rogue Trader
Plasma Cannon(Ryza) 120m S/-/- 2d10+10E 8 16 5Full Blast(1), Overheat, Unreliable 40 Very Rare No Heavy Plasma Rogue Trader
Plasma Pistol (Ryza) 30m S/2/- 1d10+6E 6 10 3Full Overheats 4 Very Rare No Pistol Plasma Ascension
Plasma Gun (Ryza) 90m S/2/- 1d10+7E 7 40 5Full Overheats 9 Very Rare No Basic Plasma Ascension
Clovis Plasma Gun 60m S/3/5 1d10+5E 6 40 5Full Overheats 20 Extremely Rare No Basic Plasma Into the Storm
Wrath Plasma Pistol 40m S/-/- 1d10+8E 6 8 3Full Overheats, Accurate 5 Extremely Rare No Pistol Plasma Into the Storm
Astartes Plasma Cannon 150m S/-/- 2d10+12E 10 16 5Full Blast(3),Volatile 70 30 Distinguished No Heavy Plasma Astartes
Plasma Gun (Ragefire) 100m S/2/- 1d10+12E 10 24 4Full Volatile 27 20 Respected No Basic Plasma Astartes
Astartes Plasma Pistol 30m S/2/- 1d10+10E 8 12 3Full Volatile 6 25 Respected No Pistol Plasma Astartes
Deathroar 40m S/-/- 2d10+13E 10 10 3Full Blast (1), Felling (1), Volatile 7 70 Hero No Pistol Plasma Astartes
Barrage Plasma Gun 120m S/3/5 1d10+9E 10 30 4Full Overheats, Volatile 30 28 Distinguished No Basic Plasma Rites of Battle
Barrage Plasma Pistol 40m S/3/- 1d10+8E 9 3Full Overheats, Volatile 7 32 Famed No Pistol Plasma Rites of Battle
Plasma Gun 438 120m S/2/- 1d10+12E 9 40 4Full Volatile 30 25 Distinguished No Basic Plasma Rites of Battle
Hand Flamer 10m S/-/- 1d10+4E 2 2 2Full Flame 3.5 200 Rare No Pistol Flame Core
Flamer 20m S/-/- 1d10+4E 3 3 2Full Flame 6 300 Scarce No Basic Flame Core
Destroyer 15m S/-/- 1d10+5E 2 5 2Full Flame 2.1 750 Very Rare No Pistol Flame Hive World
Gas Torch 5m S/-/- 1d10+1E 2 5 2Full Flame 20 150 Very Rare No Basic Flame Hive World
Tox Spray 10m S/-/- 1d10E 0 3 3Full Flame, Toxic 6 200 Rare No Basic Flame Hive World
Burst 5m S/-/- 1d5E 0 1 2Full Flame, Primitive 3 50 Scarce No Basic Flame The Void
Stingray 15m S/-/- 1d10+3E 2 4 Full Flame 3 100 Average No Basic Flame The Void
Heavy Flamer 30m S/-/- 2d10+4E 4 10 2Full Flame 45 1000 Rare No Heavy Flame War Zone
Voss Pattern 20m S/-/- 1d10+5E 2 3 2Full Flame, Toxic 6 400 Very Rare No Basic Flame War Zone
Hand Flamer(Mezoa) 10m S/-/- 1d10+4E 2 2 2Full Flame 3.5 Rare No Pistol Flame Rogue Trader
Flamer(Mezoa) 20m S/-/- 1d10+4E 2 6 2Full Flame 6 Scarce No Basic Flame Rogue Trader
Heavy Flamer(Locke) 30m S/-/- 2d10+4E 4 10 2Full Flame 20 Rare No Heavy Flame Rogue Trader
Assault Flamer 10m S/-/- 1d10+4E 1 12 3Full Flame 6 Scarce No Basic Flame Into the Storm
Flameburst 40m S/-/- 1d10+4E 2 6 2 Full Flame, Recharge 7 Rare No Basic Flame Hostile Acquisitions
Seraphim Hand Flamer 10m S/-/- 1d10+4E 2 6 Full Flame 2 1000 Extremely Rare No Pistol Flame Reliquary
Astartes Incinerator 30m S/-/- 2d10+6E 6 10 2Full Flame, Sanctified 65 Rank 3 No Heavy Flame Daemon Hunter
Heavy Incinerator 60m S/-/- 2d10+6E 6 20 2Full Flame, Sanctified 200 Rank 8 No Heavy Flame Daemon Hunter
Astartes Flamer 20m S/-/- 1d10+9E 4 6 2Full Flame 15 10 No Basic Flame Astartes
Astartes Hand Flamer 10m S/-/- 1d10+7E 4 4 2Full Flame 6 10 No Pistol Flame Astartes
Astartes Heavy Flamer 30m S/-/- 1d10+12E 6 10 2Full Flame 65 15 No Heavy Flame Astartes
Hellfire Flamer 20m S/-/- 1d10+9E 5 6 2Full Flame, Tearing 15 25 No Basic Flame First Founding
Surtur's Breath 40m S/-/- 1d10+12E 5 8 2Full Flame 15 25 No Heavy Flame First Founding
Balefire Gun 20m S/-/- 1d10+9E 4 6 2Full Flame, Toxic 7 16 Respected No Basic Flame Rites of Battle
Immolation Rifle 25m S/-/- 1d10+12E 2 5 Full Flame 5 15 No Basic Flame Rites of Battle
Triflame Vambrace 30m S/-/- 2d10+4E 5 12 3Full Flame 13 45 Famed No Basic Flame Rites of Battle
Bolas 10m S/-/- 0 1 Primitive, Snare, Inaccurate 1.5 10 Average No Thrown Primitive Core
Hand Bow 15m S/-/- 1d10R 0 1 Full Primitive 1 200 Rare No Pistol Primitive Core
Flintlock Pistol 15m S/-/- 1d10+2I 0 1 3Full Primitive, Unreliable, Inaccurate 4 10 Common No Pistol Primitive Core
Musket 30m S/-/- 1d10+2I 0 1 5Full Primitive, Unreliable, Inaccurate 7 30 Common No Basic Primitive Core
Bow 30m S/-/- 1d10R 0 1 Half Primitive, Reliable 2 10 Common No Basic Primitive Core
Sling 15m S/-/- 1d10-2I 0 1 Full Primitive 0.5 10 Plentiful No Basic Primitive Core
Crossbow 30m S/-/- 1d10R 0 1 2Full Primitive 3 10 Common No Basic Primitive Core
Iocanthos Blunderbuss 10m S/-/- 1d10+1I 0 1 5Full Inaccurate, Primitive, Scatter, Unreliable 4 35 Rare No Basic Primitive Feral and Feudal World
Composite Bow 40m S/-/- 1d10+2R 1 1 Half Accurate, Primitive 3 50 Uncommon No Basic Primitive Feral and Feudal World
Deuce Pistol 15m S/2/- 1d10+2I 0 2 3Full Primitive, Unreliable 2 40 Common No Pistol Primitive Feral and Feudal World
Fedrid Rasor Disk 10m S/-/- 1d10R+SB 1 1 Primitive 0.5 50 Average Unsure Exotic Primitive Feral and Feudal World
Flick Bow 15m S/-/- 1d10R 0 1 Full Primitive, Special 1 30 Scarce No Pistol Primitive Feral and Feudal World
Heavy Crossbow 80m S/-/- 1d10+4R 2 1 4Full Primitive 5 75 Rare No Basic Primitive Feral and Feudal World
Longbow 50m S/-/- 1d10+2R 2 1 Half Primitive 3 20 Average No Basic Primitive Feral and Feudal World
Siskan Musket 40m S/-/- 1d10+3I 0 1 5Full Primitive 8 60 Scarce No Basic Primitive Feral and Feudal World
Vibe Spear 10m S/-/- 1d10+2+SB 1 1 Primitive, Snare, Special 2 14 Uncommon No Thrown Primitive Feral and Feudal World
Volonx Bone Bolas 8m S/-/- 1d5I 0 1 Primitive, Snare, Toxic 2 12 Rare No Thrown Primitive Feral and Feudal World
Volonx Thunderclap 9m S/-/- 1d5+3X 0 1 Blast(2), Inaccurate, Primitive, Unstable 1 45 Very Rare Unsure Exotic Primitive Feral and Feudal World
Drive Nailer 5m -/3/- 1d10+1R 4 15 3Full Primitive 7 50 Common No Basic Primitive Hive World
Impaler 30m S/-/- 1d10+5I 2 1 2Full Primitive, Unreliable 22 100 Scarce No Heavy Primitive Hive World
Scrap Cannon 15m S/-/- 1d10+3R 0 1 3Full Scatter, Unreliable 40 150 Very Rare No Heavy Primitive Hive World
Haywire Rifle 10m 1/-/- 1d10+3I 2 6 Full 5 400 Very Rare No Basic Primitive Shadow Gear
Blunderbuss 30m S/-/- 1d0+2I 0 1 2Full Primitive, Unreliable, Inaccurate 4 Plentiful No Basic Primitive Into the Storm
Hunting Quoit 10m S/-/- 1d10R 0 1 Primitive 0.5 Common No Thrown Primitive Into the Storm
Javelin 10m S/-/- 1d10R 0 1 Primitive 0.5 Common No Thrown Primitive Into the Storm
Grenade Launcher 60m S/-/- * * 6 Full * 9 500 Scarce No Basic Launcher Core
RPG Launcher 120m S/-/- * * 1 Full * 15 1200 Rare No Heavy Launcher Core
Gorge GL 60m S/-/- * * 1 2Full Reliable* 8 300 Average No Basic Launcher Hive World
Disposable Launcher 250m S/-/- * * 1 Full * 35 3000 Scarce No Heavy Launcher War Zone
Integrated Graviton Pulse Launcher 20m S/-/- * Blast(6), Inaccurate 24 4700 Extremely Rare No Heavy Launcher Lathe Worlds
Grenade Launcher(Mezoa) 80m S/-/- * * 1 Half * 10 Scarce No Basic Launcher Rogue Trader
Grenade Launcher(Voss) 60m S/-/- * * 6 Full *, Inaccurate 12.5 Scarce No Basic Launcher Rogue Trader
Missile Launcher(Locke) 250m S/-/- * * 1 Full * 12 Scarce No Heavy Launcher Rogue Trader
Missile Launcher(Retobi) 200m S/-/- * * 5 2Full * 35 Rare No Heavy Launcher Rogue Trader
Auto Launcher 15m S/-/- * * 3 3Full 30 Very Rare No Heavy Launcher Into the Storm
Bola Launcher 20m S/-/- 1d10I 0 6 Full Primitive, Snare 8.75 Scarce No Basic Launcher Into the Storm
Disposable Launcher (I) 200m S/-/- 3d10+3X 4 1 N/A 10 Rare No Heavy Launcher Into the Storm
Hunter-Killer Missile 350m S/-/- 3d10+6X 6 1 N/A 64 Very Rare No Heavy Launcher Into the Storm
Mole Mortar 50-200m S/-/- 2d10+2X 2 1 Full Inaccurate, Shocking, Blast(4) 50 Extremely Rare No Heavy Launcher Into the Storm
Mortar (Voss) 50-300m S/-/- 2d10X* 3* 1 Full Inaccurate, Blast (5) 41 Rare No Heavy Launcher Into the Storm
Mortar (Locke) 50-300m S/-/- 2d10X* 3* 6 2Full Inaccurate, Blast (5) 48 Rare No Heavy Launcher Into the Storm
Cyclone Launcher 300m S/2/- * * 12 3Full * 95 25 Famed No Basic Launcher Astartes
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Missile Launcher (Soundstrike) 250m S/-/- * * 8 Full * 50 10 No Heavy Launcher Astartes
Aux Grenade Launcher 45m S/-/- * * 4 2Full * 3 15 Respected No Basic Launcher Astartes
Armoursbane Missile Launcher 200m S/-/- * * 1 2Full * 12 15 No Heavy Launcher Rites of Battle
Frag SBx3 2d10X 0 Blast (4) 0.5 10 Common Yes Thrown Grenades & Explosives Core
Krak SBx3 2d10+4X 6 0.5 50 Rare Yes Thrown Grenades & Explosives Core
Blind SBx3 0 Smoke 0.5 25 Scarce Yes Thrown Grenades & Explosives Core
Photon Flash SBx3 Special(pg137) 0 0.5 60 Scarce Yes Thrown Grenades & Explosives Core
Hallucinogen SBx3 Special(pg137) 0 0.5 40 Rare Yes Thrown Grenades & Explosives Core
Fire Bomb SBx3 1d10+3E 6 Blast(3) 0.5 5 Plentiful Yes Thrown Grenades & Explosives Core
Choke Gas SBx3 Special 0 1 Blast(1d10+3) 0.5 40 Scarce Yes Thrown Grenades & Explosives Hive World
Nail Bomb SBx3 1d10+1X 0 1 Blast(2), Unreliable 1 20 Average Yes Thrown Grenades & Explosives Hive World
Bilge Grenade SBx3 2d10X 0 Blast(4), Unreliable, Toxic 0.5 20 Common Yes Thrown Grenades & Explosives The Void
Frag Missile 2d10X 4 Blast(6) 0.5 75 Average Yes Grenades & Explosives War Zone
Inferno/Thermal SBx3m S/-/- 1d10+3E 6 1 Blast(2) 0.6 60 Rare Yes Thrown Grenades & Explosives War Zone
Krak Missile 3d10+10X 10 Blast(1) 1.5 150 Average Yes Grenades & Explosives War Zone
Mark III FG SBx3m S/-/- 2d10X 0 1 Blast(5) 0.8 10 Scarce Yes Thrown Grenades & Explosives War Zone
Stun SBx3m S/-/- special 0 1 Blast(3) 0.2 40 Scarce Yes Thrown Grenades & Explosives War Zone
Det-Cord and Tape 1d5X per kg, radius is kgx2 in meters 1 20 Common Yes Thrown Grenades & Explosives War Zone
Fyceline 1d10+5X per kg, radius is kgx5 in meters 1 70 Average Yes Thrown Grenades & Explosives War Zone
Limper Mine 4d10X in one meter, Pen 8 3 55 Scarce Yes Thrown Grenades & Explosives War Zone
Melta Bomb 6d10E in 2 meters, Pen 12, ag test or catch fire 4 100 Rare Yes Thrown Grenades & Explosives War Zone
Promethium 2d10E per kg, radius is kgx4, ag test or catch on fire 1 60 Scarce Yes Thrown Grenades & Explosives War Zone
Haywire Grenade SBx3 Haywire(3) 0.5 200 Very Rare Yes Thrown Grenades & Explosives Lathe Worlds
Psyk-Out Grenade SBx3m S/-/- 1d10X 0 Blast(3) 1 5000 Very Rare Yes Thrown Grenades & Explosives Daemon Hunter
Psykotroke Grenade SBx3m S/-/- Special Blast(3) 1 500 Rare Yes Thrown Grenades & Explosives Daemon Hunter
Rad Grenade SBx3m S/-/- 1d10E 0 Blast(2) 1 500 Rare Yes Thrown Grenades & Explosives Daemon Hunter
Anti-Plant SBx3m S/-/- 3d10E* 0 Blast(3) 0.5 Very Rare Yes Thrown Grenades & Explosives Rogue Trader
Filament SBx3m S/-/- 4d10+4R 6 Blast(1), Tearing 0.5 Extremely Rare Yes Thrown Grenades & Explosives Rogue Trader
Plasma SBx3m S/-/- 1d10+6 6 Blast(1) 4 Very Rare Yes Thrown Grenades & Explosives Rogue Trader
Smoke SBx3m S/-/- 0 Smoke** 0.5 Common Yes Thrown Grenades & Explosives Rogue Trader
Virus SBx3m S/-/- 3d10I 0 Toxic*** 0.5 Extremely Rare Yes Thrown Grenades & Explosives Rogue Trader
Ork Pulsa Mine 1d10E Blast 10, Unstable 20 2000 Very Rare Yes Placed Grenades & Explosives Xenos Tech
Bloodfire SBx3m S/-/- Special 0 0.5 Rare Yes Thrown Grenades & Explosives Into the Storm
Haywire SBx3m S/-/- Special 0 Blast (2) 0.5 Near Unique Yes Thrown Grenades & Explosives Into the Storm
Howler SBx3m S/-/- Special 0 0.5 Scarce Yes Thrown Grenades & Explosives Into the Storm
Kinetic SBx3m S/-/- Special 0 Blast (2) 0.5 Extremely Rare Yes Thrown Grenades & Explosives Into the Storm
Minefield Round * S/-/- 2d10X 1 Blast (1) 2 Rare Yes Lau/Mor Grenades & Explosives Into the Storm
Starflare * S/-/- Special 0 1 Scarce Yes Lau/Mor Grenades & Explosives Into the Storm
Scatter Round * S/-/- 2d10X 0 Blast (4) 2 Very Rare Yes Lau/Mor Grenades & Explosives Into the Storm
Stunner SBx3m S/-/- Special 0 0.5 Rare Yes Thrown Grenades & Explosives Into the Storm
Tanglefoot SBx3m S/-/- Special 0 Blast (2), Snare 0.5 Extremely Rare Yes Thrown Grenades & Explosives Into the Storm
Toxin SBx3m S/-/- Special 0 0.5 Rare Yes Thrown Grenades & Explosives Into the Storm
Aetherflare Str*3m S/-/- 1d10+6E 0 Blast (4) 1 Near Unique Yes Thrown Grenades & Explosives Hostile Acquisitions
Microgrenade (Frag) Str*3m S/4/- 2d10X 0 Blast (2) 0.5 Extremely Rare Yes Thrown Grenades & Explosives Hostile Acquisitions
Microgrenade (Krak) Str*3m S/4/- 2d10+2X 5 0.5 Extremely Rare Yes Thrown Grenades & Explosives Hostile Acquisitions
Rad Str*3m S/-/- 1d10E 0 Blast (10) 1 Extremely Rare Yes Thrown Grenades & Explosives Hostile Acquisitions
Scare Str*3m S/-/- 1 Scarce Yes Thrown Grenades & Explosives Hostile Acquisitions
Web Str*3m S/-/- Blast (4), Snare 2 Scarce Yes Thrown Grenades & Explosives Hostile Acquisitions
Blind Grenade SBx3 S/-/- Special 0 Smoke 0.8 10 Yes Thrown Grenades & Explosives Astartes
Frag Grenade SBx3 S/-/- 2d10X 0 Blast (5) 0.8 1 Yes Thrown Grenades & Explosives Astartes
Astartes Frag Missile 2d10X 4 Blast(5), Devastating (1) 2 5 Yes Grenades & Explosives Astartes
Incendiary Grenade SBx3 S/-/- 1d10+4E 0 Blast (3) 1 15 Yes Thrown Grenades & Explosives Astartes
Incendiary Missile 1d10+3E 0 Blast (5) 2 15 Yes Grenades & Explosives Astartes
Astartes Krak Grenade SBx3 S/-/- 3d10+4X 6 0.8 1 Yes Thrown Grenades & Explosives Astartes
Astartes Krak Missile 3d10+10X 8 Blast(1) 2 5 Yes Grenades & Explosives Astartes
Nova Grenade SBx3 S/-/- 1d10E 0 Blast (3) 0.8 15 Yes Thrown Grenades & Explosives Astartes
Plasma Grenade SBx3 S/-/- 1d10+12E 8 Blast(1), Special, Volatile 2 20 Distinguished Yes Thrown Grenades & Explosives Astartes
Plasma Missile 2d10+12E 12 Blast (3), Special, Volatile 3 25 Distinguished Yes Grenades & Explosives Astartes
Stasis Grenade SBx3 S/-/- Special 0 1 N/A N/A Yes Thrown Grenades & Explosives Astartes
Stun Grenade SBx3 S/-/- Special 0 Blast(5) 0.8 10 Yes Thrown Grenades & Explosives Astartes
EMP Grenade SBx3 S/-/- Special 0 Haywire (3) 0.5 30 Respected Yes Thrown Grenades & Explosives Astartes
Photon Flash Grenade SBx3 S/-/- Special 0 0.5 5 Yes Thrown Grenades & Explosives Astartes
Vortex Grenade SBx3 S/-/- Special 0 1 N/A N/A Yes Thrown Grenades & Explosives Astartes
Anti-Plant Grenade SBx3 S/-/- 3d10E 0 Blast (3) 0.5 18 Yes Thrown Grenades & Explosives Rites of Battle
Anti-Plant Missile 5d10E 0 Blast (5) 1 25 Yes Grenades & Explosives Rites of Battle
Concussion Grenade SBx3 S/-/- 4d10I 3 Concussive, Blast (3) 0.5 18 Yes Thrown Grenades & Explosives Rites of Battle
Concussion Missile 6d10I 5 Concussive, Blast (5) 1 20 Yes Grenades & Explosives Rites of Battle
Cryo Grenade SBx3 S/-/- Special 3 Blast (3) 0.5 18 Yes Thrown Grenades & Explosives Rites of Battle
Inhalation Grenade SBx3 S/-/- Special 0 Blast (5) 2 * Yes Thrown Grenades & Explosives Rites of Battle
Hopper Mine 2m S/-/- 3d10+9I 3 Blast(10) 2 5 Yes Placed Grenades & Explosives Rites of Battle
Melta Bomb 5m S/-/- 5d10+7E Blast(5) 4 12 Yes Placed Grenades & Explosives Rites of Battle
Monoball Grenade SBx3 S/-/- 4d10+8R 8 Blast(3), Tearing 0.5 50 Distinguished Yes Thrown Grenades & Explosives Rites of Battle
Needle Pistol 30m S/-/- 1d10R 0 6 Full Accurate, Toxic 1.5 1250 Very Rare No Pistol Exotic Core
Web Pistol 30m S/-/- 0 1 Full Snare 3.5 1200 Rare No Pistol Exotic Core
Needle Rifle 180m S/-/- 1d10R 0 6 2Full Accurate, Toxic 2 1000 Very Rare No Basic Exotic Core
Webber 50m S/-/- 0 1 Full Blast(5), Snare 8 1800 Rare No Basic Exotic Core
Aegis-Redback 80m S/-/- 0 4 3Full Blast(6), Snare 17 2000 Rare No Heavy Exotic Hive World
Galvian Needler 30m S/3/- 1d10-1R 0 7 Full Toxic 1 950 Very Rare No Pistol Exotic Hive World
Hypo Pistol 20m S/-/- 1d5+2R 2 3 2Full 1 1000 Scarce No Pistol Exotic Hive World
Widower 35m S/-/- 1d10+3R 4 1 Full Accurate 2 1000 Rare No Pistol Exotic Hive World
Rad-Cleanser 30m S/-/- 2d10+2E 7 20 Blast(2), Recharge, Toxic 26 7000 Very Rare No Exotic Exotic Forge World
Shock Blaster 20m S/2/- 1d10+2E 4 7 Full Shock 3 650 Rare No Exotic Exotic Forge World
Snare Gun 30m 1/-/- 0 1 Full Snare 3.5 100 Scarce No Basic Exotic Shadow Gear
Empyrian Brain Mines SBx3m S/-/- Special 1 500 Very Rare No Thrown Exotic Daemon Hunter
Tyranicus Heavy Webber 75m S/-/- Special 0 1 2Full, Blast(4), Snare 12 2500 Rare No Heavy Exotic Daemon Hunter
Crux Beam Gun 80m S/3/- 2d10+5E 6 25 4Full Scatter 4 Near Unique No Basic Exotic Rogue Trader
Dartcaster 30m S/-/- 1d10R 0 1 Full Toxic 2.5 Rare No Pistol Exotic Rogue Trader
Digi-laser 3m S/-/- 1d10+3E 7 1 Full Reliable 0.5 Extremely Rare No Pistol Exotic Rogue Trader
Digi-melta 3m S/-/- 2d10+4E 12 1 Full 0.5 Extremely Rare No Pistol Exotic Rogue Trader
Digi-needler 3m S/-/- 1d10R 0 1 Full Toxic 0.5 Extremely Rare No Pistol Exotic Rogue Trader
Digi-flamer 3m S/-/- 1d10+4E 2 1 Full Flame 0.5 Extremely Rare No Pistol Exotic Rogue Trader
Graviton Gun 30m S/-/- Special 3 2Full Blast(5) 5 3500 Near Unique No Basic Exotic Rogue Trader
Kroot Rifle 110m S/2/- 1d10+5E 1 6 2Full 6 Extremely Rare No Basic Exotic Rogue Trader
Shuriken Catapult 60m S/3/10 1d10+4R 6 100 2Full Reliable 2.5 Very Rare No Basic Exotic Rogue Trader
Shuriken Pistol 30m S/3/5 1d10+2R 4 40 2Full Reliable 1.2 Very Rare No Pistol Exotic Rogue Trader
Eldar Shuriken Pistol 20m S/3/5 1d10+2R 4 40 2Full Reliable 1.2 5000 Very Rare No Pistol Exotic Creatures Anathema
Eldar Avenger Shuriken Catapult 80m S/3/10 1d10+4R 6 100 2Full Reliable, Tearing 2.5 9500 Very Rare No Basic Exotic Creatures Anathema
Eldar Ranger Long Rifle 200m S/-/- 1d10+3E 2 40 Full Accurate, Reliable 2 8500 Very Rare No Basic Exotic Creatures Anathema
Enoulian Shard Pistol 20m S/-/- 1d10+1R 0 20 Full Tearing 1 2000 Very Rare No Pistol Exotic Creatures Anathema
Enoulian Shard Rifle 70m S/3/- 1d10+2R 0 40 2Full Tearing 2 5500 Very Rare No Basic Exotic Creatures Anathema
Ork Slugga 20m S/3/- 1d10+4I 0 18 Full Inaccurate, Unreliable 2 100 Scarce No Pistol Exotic Creatures Anathema
Ork Shoota 60m S/3/10 1d10+4I 0 30 Full Inaccurate, Unreliable 4 200 Scarce No Basic Exotic Creatures Anathema
Ork Snazzgun 100m S/2/- 2d10I or E 1d10 20 2Full Inaccurate, Overheats, Unreliable 7 1500 Rare No Basic Exotic Creatures Anathema
Callophean Psy-Engine 100m See page191 Radicals handbook 0 15 41000 Very Rare No Basic Exotic Dark Tech
Morgauth Burn Caster 20m S/3/- 1d10+4E 9 12 3Full Unstable 4 2750 Very Rare No Basic Exotic Xenos Tech
Xenarch Death-Arc 100m S/3/6 1d10+3E 0 100 Full Inaccurate, Shocking 10 2750 Very Rare No Basic Exotic Xenos Tech
Digi-las 3m S/-/- 2d5+5E 5 1 1d5 Hours 0.1 Extremely Rare No Pistol Exotic Ascension
Digital Explosive SBx3 S/-/- 3d10X 5 Blast (3) 0.1 Extremely Rare No Thrown Exotic Ascension
Purgatus Crossbow 50m S/-/- 1d10+5I 2 5 2Full Reliable, Sanctified 6.5 Very Rare No Basic Exotic Ascension
Executor Pistol (Bolt) 30m S/2/- 2d10+4X 5 16 Full Tearing 5.5 Near Unique No Pistol Exotic Ascension
Executor Pistol (Needle) 30m S/3/- 1d10+5R 3 16 Full Toxic 5.5 Near Unique No Pistol Exotic Ascension
Exitus Pistol 30m S/3/- 2d10+2I 9 5 Full Accurate 5 Near Unique No Pistol Exotic Ascension
Exitus Rifle 200m S/-/- 2d10+2I 9 10 Full Accurate 9 Near Unique No Basic Exotic Ascension
Meritech Cannon 15m S/-/- 2d10+4X 4 6 3Full Blast (1) 0.5 Unique No Pistol Exotic ITS Imperial Exotic
Razorweb Launcher 10m S/-/- 2d10+4R 5 1 Full Blast (1), Tearing 3 Extremely Rare No Basic Exotic ITS Imperial Exotic
Rocketfire Gun 80m S/-/- 1d10+5I 4 6 Full Tearing 4 Very Rare No Basic Exotic ITS Imperial Exotic
Sonic Rifle 30m S/2/- 1d10+3X 2 8 Full Tearing, Shocking 3.5 Rare No Basic Exotic ITS Imperial Exotic
Web Gun 50m S/-/- None 0 1 Full Snare, Blast (2) 6 Rare No Basic Exotic ITS Imperial Exotic
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Heavy Webber 70m S/-/- None 0 3 Full Snare, Blast (5) 14 Rare No Heavy Exotic ITS Imperial Exotic
Assault Gauntlet 20m S/-/8 1d10+4I 2 24 4Full 3 Very Rare No Pistol Exotic ITS Archeotech Exotic
Entropic Accelerator 40m S/-/- 3d10+4E 3 1 - Recharge, Toxic 5 Near Unique No Basic Exotic ITS Archeotech Exotic
Lightning Cannon 60m S/-/- 2d5+4E 4 2 Full Overheats, Shocking 0.5 Near Unique No Basic Exotic ITS Archeotech Exotic
Quill Blaster 50m S/-/6 1d10R 2 50 2Full Tearing, Overheats 5 Near Unique No Basic Exotic ITS Archeotech Exotic
Argonite Whistler 40m S/-/- 3d10E 6 8 2Full Recharge 2 Near Unique No Pistol Exotic ITS Xenotech Exotic
Dragon's Breath 30m S/-/- 2d10+2E 3 20 Full Flame 4 Unique No Basic Exotic ITS Xenotech Exotic
Eldar Blaster 30m S/-/- 2d10+5E 8 24 Full 1.2 Unique No Basic Exotic ITS Xenotech Exotic
Eldar Deathspinner 40m S/-/- 4d10+5R 2 30 2Full Reliable, Blast (2), Tearing 4 Unique No Basic Exotic ITS Xenotech Exotic
Eldar Lasblaster 120m S/3/6 1d10+4E 4 90 Full Reliable, Blast (2), Tearing 3.5 Near Unique No Basic Exotic ITS Xenotech Exotic
Eldar Sunrifle 90m S/4/8 1d10+6E 4 60 Full Reliable, Storm 4 Unique No Basic Exotic ITS Xenotech Exotic
Pulse Pistol 40m S/2/- 2d10+2E 4 16 Half Gyro-Stabilised 3 Very Rare No Pistol Exotic ITS Xenotech Exotic
Pulse Rifle 150m S/2/4 2d10+3E 4 36 Half Gyro-Stabilised 8 Very Rare No Basic Exotic ITS Xenotech Exotic
Pulse Carbine 60m S/-/3 2d10+2E 4 24 Full Gyro-Stabilised 6 Very Rare No Basic Exotic ITS Xenotech Exotic
Larn Cutters 20m S/-/- 4d10+6E 8 4 3Full Tearing 10 Near Unique No Basic Exotic ITS Xenotech Exotic
Splinter Pistol 50m S/3/- 1d10+2R 3 120 2Full Toxic 1 Extremely Rare No Pistol Exotic ITS Xenotech Exotic
Splinter Rifle 80m S/3/5 1d10+2R 3 200 2Full Toxic 2.5 Extremely Rare No Basic Exotic ITS Xenotech Exotic
Xenos Flechette Blaster 20m S/-/- 3d10R 2 40 2Full Tearing, Blast (2) 2 Very Rare No Basic Exotic ITS Xenotech Exotic
Big Shoota 80m S/3/10 1d10+6I 1 40 Full Inaccurate, Unreliable 6 Rare/Average No Basic Exotic ITS Ork
Burna 15m S/-/- 1d10+5E 3 8 2Full Inaccurate, Unreliable, Flame 8 Very Rare/Scarce No Basic Exotic ITS Ork
Deffgun 90m S/4/8 1d10+10I 2 50 2Full Inaccurate, Unreliable, Unwieldy, Storm 45 Extremely Rare/Rare No Heavy Exotic ITS Ork
Rokkit Launcher 120m S/-/- 3d10+5X 6 1 Half Inaccurate, Unreliable 15 Very Rare/Scarce No Basic Exotic ITS Ork
Bomb Squig 3d10m S/-/- 4d10+5X 0 Accurate, Blast (1d5) 5 Extremely Rare/Rare No Thrown Exotic ITS Ork
Sploding Squig SBx3m S/-/- 2d10R 0 Blast (2) 1 Extremely Rare/Rare No Thrown Exotic ITS Ork
Stikkbomb SBx3m S/-/- 2d10+5X 2 Blast (1) 1 Scarce/Common No Thrown Exotic ITS Ork
Stinkbomb SBx3m S/-/- Special 0 Smoke 1.5 Rare/Average No Thrown Exotic ITS Ork
Kroot Hunting Rifle 150m S/-/- 1d10+5E 3 8 Full Accurate 4 Extremely Rare No Basic Exotic ITS Kroot
Krootbow 40m S/4/8 1d10+3R 3 20 2Full Tearing, Toxic 6 Near Unique No Basic Exotic ITS Kroot
Shardcaster 40m S/3/- 1d10+4R 4 60 6 Full Scatter, Tearing 5 Very Rare No Basic Exotic Hostile Acquisitions
Firepike 60m S/-/- 2d10+10E 13 20 4 Full Reliable 6 Unique No Basic Exotic Hostile Acquisitions
Fusion Gun 20m S/-/- 2d10+6E 13 10 2 Full Reliable 3 Near Unique No Basic Exotic Hostile Acquisitions
Hawk's Talon 100m S/3/10 2d10+2E 4 60 Full Reliable 4 Unique No Basic Exotic Hostile Acquisitions
Shredder 60m S/-/- 3d10+5R 2 12 2 Full Reliable, Blast (4), Tearing 2 Near Unique No Basic Exotic Hostile Acquisitions
Shuriken Cannon 110m -/-/6 2d10+6R 3 200 3 Full Reliable 25 Extremely Rare No Basic Exotic Hostile Acquisitions
Spinneret Rifle 60m S/-/- 1d10+1R 10 1 Half Accurate, Tearing 4 Unique No Basic Exotic Hostile Acquisitions
Splinter Cannon 110m -/-/10 1d10+5R 4 300 3 Full Toxic 10 Near Unique No Basic Exotic Hostile Acquisitions
Terrorfex 40m S/-/- 1 Full 2 Near Unique No Basic Exotic Hostile Acquisitions
Foul Sceptre 70m S/-/- 2d10+5E 10 Recharge, Shocking, Toxic 4 Near Unique No Basic Exotic Hostile Acquisitions
Kustom Blasta 90m S/-/- 2d10+8E 8 7 4 Full Inaccurate, Overheats, Unreliable, Unstable 15 Very Rare No Basic Exotic Hostile Acquisitions
Ripper Ray 20m S/-/- 1d10+6X 4 15 Full Reliable, Tearing 1 Rare No Basic Exotic Hostile Acquisitions
Lightburner 80m S/-/- 1d10+4E 2 6 Full Overheats 6 Rare No Basic Exotic Hostile Acquisitions
Conversion Beamer 100m S/-/- Varies Varies 4 2Full 85 40 Hero No Heavy Exotic Astartes
Astartes Psilencer 100m -/-/4 1d10+10E 0 Sanctified 60 Rank 7 No Heavy Exotic Daemon Hunter
Astartes Psycannon 120m -/2/5 2d10+15 5 200 2Full Proven(4) 50 Rank 5 No Heavy Exotic Daemon Hunter
Gatling Psilencer 100m -/-/8 1d10+8E 0 Sanctified, Storm 240 Rank 8 No Heavy Exotic Daemon Hunter
Heavy Psycannon 120m S/-/- 2d10+15 5 40 2Full Proven(4), Blast(6) 190 Rank 8 No Heavy Exotic Daemon Hunter
Digital Flamer 4m S/-/- 2d10+2E 3 1 Special Flame 0.1 35 Famed No Pistol Exotic Astartes
Digital Laser 4m S/-/- 1d10+4E 7 1 Special Reliable 0.1 35 Famed No Pistol Exotic Astartes
Digital Melta 4m S/-/- 2d10+5E 12 1 Special 0.1 35 Famed No Pistol Exotic Astartes
Sniper Rifle 200m S/-/- 1d10R 0 6 2Full Accurate, Felling (1), Toxic 4 20 No Basic Exotic Astartes
Atomizer Cannon 50m S/-/- 2d10+14E 8 25 3Full Blast(5),Devastating(4), Volatile 80 50 Famed No Heavy Exotic Rites of Battle
Graviton Cannon 45m S/-/- Special 5 3Full Blast (5) 65 45 Distinguished No Heavy Exotic Rites of Battle
Mk.IX Ultra-Pattern Sharpshooter's Rifle 250m S/-/- 1d10+4R 0 5 Full Accurate, Felling (1), Toxic 4 25 No Basic Exotic Rites of Battle
Seismic Escalation Detonator 100m S/-/- 3d10+14I per round 1Hour 3Full Blast(10) 40 40 No Heavy Exotic Rites of Battle
Techxorcism Gun 80m S/3/- 1d10+4E 4 30 Full Shocking, Special 30 Respected No Basic Exotic Rites of Battle
Astartes Webber 80m S/-/- 5 Full Blast (5), Snare 8 10 Distinguished No Basic Exotic Rites of Battle
Compact Halves weight but halves clip size and reduces damage by 1; -20 to skill test to find weapon 50 Average Yes Upgrades Core
Exterminator One shot flamer, attach to weapon with damage of at least 1d10 (no Pistols, no Flexible), lose Balanced 1 35 Common Yes Upgrades Core
Extra Grip One hand without -20 penalty, range halved (use two-handed for full range) 25 Plentiful Yes Upgrades Core
Fire Selector Select between three different ammunition types, switch at the beginning of turn 0.5 25 Scarce Yes Upgrades Core
Melee Attachment weapon with melee attachment counts as spear 2 25 Plentiful Yes Upgrades Core
Mono No longer primitive, +2 penetration; Power weapons only affected with field off 0 40 Scarce Yes Upgrades Melee Core
Red-Dot Laser +10 to BS when fired on single shot; Counts as sight 0.5 50 Scarce Yes Upgrades Sight Core
Silencer Awareness test to detect shot at -20 penalty. Attempt at half normal distance to detect 0.5 10 Plentiful Yes Upgrades Core
Telescopic Sight Ignore penalties for long and extreme range with full action to aim; Counts as sight 1 35 Average Yes Upgrades Sight Core
Lathe Blade Loses Primitive, +2 Dmg, +3Pen, +10 WS, immune to Power Field, AP 25 if attacked, Best Quality 0 2500 Very Rare Yes Upgrades Melee Forge World
Aux GL Basic, 45m, S/-/-, Clip 1, Rld Full 2.5 250 Rare Yes Upgrades War Zone
Duplus Ammo Clips Halves reload time 0 10 Scarce Yes Upgrades War Zone
Forearm Weapon Mounting Can use pistol but keep a free hand, reduce range by 30% 1 300 Scarce Yes Upgrades Pistol War Zone
Targeter Reduce difficulty of shots by one step 1.5 2250 Rare Yes Upgrades War Zone
Tripod and Bipods Increases accuracy; bipod 90-degree arc (half action to brace), tri-pod 180-arc (full action) 2 25 Average Yes Upgrades War Zone
Sanctified Weapon Adds Holy damage type, special against daemons and warp 0 500 Very Rare Yes Upgrades Holy Ordos
Motion Predictor +10 to BS test, only works on semi or full auto burst 0.5 Very Rare Yes Upgrades Rogue Trader
Photo Sight No penalties due to darkness; Counts as sight 0.5 Very Rare Yes Upgrades Sight Rogue Trader
Preysense Sight No penalties due to darkness, +20 to vision perception tests at night; Counts as sight 0.5 Very Rare Yes Upgrades Sight Rogue Trader
Omni-scope Combines red dot, telescopic, and preysense scopes; Counts as sight. 2 Near Unique Yes Upgrades Sight Rogue Trader
Suspensors Halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half action Extremely Rare Yes Upgrades Rogue Trader
Vox Operated Fire, operate shot selector, switch firing modes by voice command 0.5 Rare Yes Upgrades Rogue Trader
Spoor Targeter Prevents firing on an ally. No penalty for firing into melee. Counts as a sight. 0 Very Rare Yes Upgrades Ascension
Calamity Vent When weapon overheats, roll a d10. 4+ vent operates, overheat nullified. 3 or lower, take hit to body with full damage and pen.
0.5 Don't lose aVery
round
Rareto cooling Yes Upgrades Into the Storm
Exterminator Cartridge Fired with half action, counts as hand flamer. 1 Common Yes Upgrades Into the Storm
Tox Dispenser Free action to gain Toxic for one round. May use up to ten times before refilling. 0.75 Rare Yes Upgrades Into the Storm
Bigga Barrel Adds 10m to weapon range. 2.5 Common Yes Upgrades ITS Ork
Bigga Klip Doubles clip size. Abundant Yes Upgrades ITS Ork
Kombi-Shoota Makes twin-linked or combi-weapons. 0 Very Rare Yes Upgrades ITS Ork
Kustom Job Grants Customised quality. 0 Very Rare Yes Upgrades ITS Ork
Loudener Inflicts -10 to all Pinning Tests. 2 Average Yes Upgrades ITS Ork
More Shooty Adds +1 to Damage and Pen. 3 Common Yes Upgrades ITS Ork
Red Light Functions as Red-Dot Laser Sight. 1 Rare Yes Upgrades Sight ITS Ork
Sparky Knobz Grants Shocking quality. 2 Scarce Yes Upgrades Melee ITS Ork
Spiky Bitz Makes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain +1 damage. 4 Abundant Yes Upgrades ITS Ork
Counterfeit Xenos Weapon Has flaws according to weapon rarity. Apply manually to base weapon stats. Special Yes Upgrades Hostile Acquisitions
Loyalty Spirit (Vox) Requires specific voice to activate. Scarce Yes Upgrades Hostile Acquisitions
Loyalty Spirit (Dermprint) Requires specific hand print to activate. Rare Yes Upgrades Hostile Acquisitions
Loyalty Spirit (Genelock) Requires specific gene code to activate. Extremely Rare Yes Upgrades Hostile Acquisitions
Loyalty Spirit (Arcane) Only works for specific user and cannot be bypassed. Unique Yes Upgrades Hostile Acquisitions
Maglev Impeller Adds +1 to damage and +10 to range but adds 1 full round to reload time. 2 Very Rare Yes Upgrades Hostile Acquisitions
Micro Reduces weight by 75% and damage by 2. Ammo rarity increases 2 steps. Extremely Rare Yes Upgrades Hostile Acquisitions
Mono-sight See through sights using linked eye-peice. Can shoot around corners with half round aim. 1 Scarce Yes Upgrades Sight Hostile Acquisitions
Pistol Grip May halve range to shoot 1-handed. 0.5 Scarce Yes Upgrades Hostile Acquisitions
Pyre-lance Nozzle Add +10 to range but halves clip size. 0.5 Rare Yes Upgrades Hostile Acquisitions
Rangefinder Full round aiming removes penalties for long or extreme range up to 5 x normal range. 1.5 Rare Yes Upgrades Hostile Acquisitions
Stabiliser Harness Counts as if having bulging biceps but suffer -10 on all movement tests. 6 Scarce Yes Upgrades Hostile Acquisitions
Starflare Vents Adds Flame quality, range reduce to 1/4, rate of fire S/-/- and Clip halved. 0.5 Very Rare Yes Upgrades Hostile Acquisitions
Whishper-bolt Discharger Reduce damage by 1 but harder to detect shots (-20 per). 0.5 Rare Yes Upgrades Hostile Acquisitions
Sarissa A large spike. When mounted, acts as an Axe in close combat. 2 50 Rare Yes Upgrades Reliquary
Astartes Mono attachment Basic ranged weapon can be used as a mono combat knife 2 7 Yes Upgrades Basic Astartes
Astartes Chain attachment Basic ranged weapon can be used as a non-balanced chain sword 8 9 Yes Upgrades Basic Astartes
Dipole Mag-lock Grants Quick Draw for upgraded weapon. If talent is already possessed, may ready as a Parry. 0 5 Yes Upgrades Astartes
Arrows/ Quarrels A clip (quiver) 1/20 Common Yes Ammo Core
Shot A clip for a primitive weapon 1/20 Common Yes Ammo Core
Bullets A clip for an SP weapon 1/20 Plentiful Yes Ammo Core
Shells A clip for a shotgun weapon 1/20 Common Yes Ammo Core
Charge Pack (pistol) A clip for a Las pistol 10/clip Common Yes Ammo Core
Charge Pack (basic) A clip for a Las Rifle 15/clip Common Yes Ammo Core
Charge Pack (heavy) A clip for a heavy Las weapon 30/clip Rare Yes Ammo Core
Fuel (pistol) A clip for a flame pistol 8/clip Scarce Yes Ammo Core
Fuel (basic) A clip for a flame weapon 10/clip Scarce Yes Ammo Core
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Bolt Shells A clip for a Bolt weapon 16/1 Rare Yes Ammo Core
Melta Canister (pistol) A clip for a melta pistol 20/clip Very Rare Yes Ammo Core
Melta Canister (basic) A clip for a melta gun 15/clip Rare Yes Ammo Core
Overcharge Pack adds 1 to damage, halves clip size for Las weapons 15/1 Common Yes Ammo Core
Plasma Flask (pistol) A clip for a Plasma pistol 24/clip Rare Yes Ammo Core
Plasma Flask (basic) A clip for a Plasma gun 18/clip Rare Yes Ammo Core
Exotic A clip for an exotic weapon 20/1 Very Rare Yes Ammo Core
Dumdum A clip for an SP weapon. +2 damage, double AP 5/6 Scarce Yes Ammo Core
Hot-shot Charge A clip for a Las Weapon. +1 damage, Tearing, pen 4, loses Reliable, clip reduced to 1 15/1 Scarce Yes Ammo Core
Inferno Shells A Clip for a shotgun. Ag test or catch fire, may set things other than people on fire 18/1 Rare Yes Ammo Core
Man-Stopper Bullets A Clip for an SP weapon. Set Penetration to 3 5/6 Scarce Yes Ammo Core
Hellgun Backpack Holds Ammo for all Hellguns and Hellpistols. Must carry one if you use a hell gun or pistol. 10 Average Yes Ammo Core
Spitfire shells A clip of special shotgun shells 5/3 Scarce Yes Ammo Hive World
Hypo-pistol ammo 8/1 Scarce Yes Ammo Hive World
Razor Darts 15/1 Rare Yes Ammo Hive World
Dueling Las A clip of special ammo for a dueling Las 20/1 Rare Yes Ammo Hive World
Mariette cylinders 100/1 Rare Yes Ammo Hive World
Hyper-Density Penetrators Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down. 100/1 Rare Yes Ammo Forge World
Tempest Bolt Shells Damage changes from X to E, gains shock quality 250/1 Very Rare Yes Ammo Forge World
Void Rounds reliable quality in the void 8/1 Scarce Yes Ammo The Void
Blaze Shotgun Shells can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive 4/1 Common Yes Ammo The Void
Catechist Bolt can only be acquired by holy Ordos 50/1 Rare Yes Ammo Holy Ordos
Blessed Ammunition deals holy, special against daemons and warp creatures, through holy Ordos only 50/1 Very Rare Yes Ammo Holy Ordos
Psycannon Bolts only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, daemons, and warp entity after AP and TB, classed
250/1 Very
as holy
Rare Yes Ammo Holy Ordos
Purity Rounds Haywire(2) 300/20 Very Rare Yes Ammo Lathe Worlds
Cryptus Shotgun Shells Weapon counts as sanctified and Daemonic/Warp creatures hit at short range test Toughness or blinded for 1d5 rounds 50/5 Rare Yes Ammo Daemon Hunter
Psybolt Ammo Sanctified, bypasses psychic protections, add psy rating to damage 100/1 Very Rare Yes Ammo Daemon Hunter
Psyflame Ammo Sanctified, bypasses psychic protections, -5 to Ag test per psy rating 100/1 Very Rare Yes Ammo Daemon Hunter
Backpack Ammo Pack 80 shots Plasma/Melta/Las, 200 SP/Bolt, 60 Flame 25 Rare Yes Ammo Rogue Trader
Amputator Shells +2 to damage Extremely Rare Yes Ammo Rogue Trader
Bleeder Rounds +3 damage to biological targets Rare Yes Ammo Rogue Trader
Expander Rounds +1 dmg and pen Scarce Yes Ammo Rogue Trader
Explosive Arrows/Quarrels -10 attack, dmg becomes E, loses primitive quality Scarce Yes Ammo Rogue Trader
Empyric null field generator 1 17000/1 Very Rare Yes Ammo Dark Tech
Morgauth ammo 10/1 Scarce where weapon is found Yes Ammo Xenos Tech
Executioner Shotgun Shells Loses scatter, +4 to damage, +1 to pen; Shots that miss at short or standard range may re-roll, ignore cover. Single shot only Very Rare Yes Ammo Ascension
Exitus Rounds Any attempt to dodge is at -20. Can be programmed to self-destruct Near Unique Yes Ammo Ascension
Exitus Hellfire Rounds Adds 1d10 to damage and inflicts RF on 9 or 10. Gains tearing. Near Unique Yes Ammo Ascension
Exitus Shield-Breaker Rounds Ignores daemonic, any protection from Psychic Powers and fields. If something with these is hit, they cease functioning for one round Unique Yes Ammo Ascension
Exitus Turbo-Penetrator Rounds Inflicts +2d10 damage and adds 5 to the pen. Ignores increases to toughness from unnatural toughness, but not daemonic. Unique Yes Ammo Ascension
Acid Shells Causes 2d10E, pen 0. Takes damage like Fire. If it hits armor, reduce location by 1, must be repaired to regain effectiveness. Very Rare Yes Ammo Into the Storm
Airtorch Canister Gain Scatter and Overheat, halve range. Extremely Rare Yes Ammo Into the Storm
Microburst Flask Add -2 damage, +2 pen, +10 meters range, lose maximal and overheating. Add 1kg to weight. Extremely Rare Yes Ammo Into the Storm
Nephium Fuel Tank Agility tests to avoid damage suffer -10, increase base damage by 2. Very Rare Yes Ammo Into the Storm
Organgrinder Rounds Target must take a Toughness Test with -10 per point of damage taken. Failure causes 2d5R damage with no reduction. Extremely Rare Yes Ammo Into the Storm
Snare Shells Decrease base damage by 2, gain Snare. Rare Yes Ammo Into the Storm
Toxic Shot Gains toxic. If weapon jams, user takes 1d5 damage, no reduction. Scarce Yes Ammo Into the Storm
Tracer Shells Add 5 to BS tests when firing on full auto. Tests to hit user also gain +5. Average Yes Ammo Into the Storm
Void Rounds Operated normally in the void. Suffer -1 Damage while in atmosphere. Rare Yes Ammo Into the Storm
Bolt Shells, modified Deals 1d10+5E tearing damage, Pen 4 . Increased range by 30m but weapon becomes unreliable Rare Yes Ammo Shotgun Hostile Acquisitions
Flachette Shells +10% range and pen 2 Rare Yes Ammo Shotgun Hostile Acquisitions
Flachette Shells (Toxic) +10% range, pen 2 and toxic Very Rare Yes Ammo Shotgun Hostile Acquisitions
Fyceline-tipped rounds Basic +1 damage, Heavy +3 damage Very Rare Yes Ammo Shotgun Hostile Acquisitions
Gas Rounds Treat like mini-grenades only affecting the targets hit Special Yes Ammo Shotgun Hostile Acquisitions
Micro-blast Needles Needle weapon loses toxic and gains +4E damage, tearing. Extremely Rare Yes Ammo Needle Hostile Acquisitions
Incendiary Rounds Damage type changes to Energy. Rare Yes Ammo Hostile Acquisitions
Shrieker Ammunition Halve shot rate of weapon, gains toxic (3d10E damage) Unique Yes Ammo Hostile Acquisitions
Solid Slugs Lose scatter, gain +1 damage and +2 pen. Common Yes Ammo Shotgun Hostile Acquisitions
Stun Shells Lose scatter, gain shocking. Scarce Yes Ammo Hostile Acquisitions
Toxic-saturated Promethium Gain toxic quality. Rare Yes Ammo Hostile Acquisitions
Dragonfire Shells Decrease base damage by 2. If within 2m of target, make Ag save or catch fire. May choose to target area with +20 test. 28/clip Respected Yes Ammo Astartes
Hellfire Rounds Ignores Natural Armor, inflicts RF on 9 and 10. Gain tearing. With Heavy Bolter, RoF changes to S/-/- and gains Blast (3). Add one additional
25/clip power of magnitude damage on Yes hordes. Ammo Astartes
Implosion Shells If damage is taken, suffer 1d5 points of temporary Agility Damage. 27/clip Respected Yes Ammo Astartes
Kraken Rounds Increase Pen to 8, increase range 50%. 15/clip Yes Ammo Astartes
Metal Storm Rounds Decrease Damage and Pen by 2, but gain Blast (2). 15/clip Yes Ammo Astartes
Stalker Rounds Awareness tests to hear suffer -30 and may only be attempted at half distance. Reduce damage by 2 unless used in Stalker Pattern Boltgun.
5/clip If used in a Stalker, shot is impossible
Yes to hear.
Ammo Astartes
Vengeance Rounds Gain Felling (1) and increase Pen to 9. Detonate prematurely on roll of 91-100. Suffer explosive damage equal to weapon's damage at 25/clip
pen 5 Famed
to an arm. Also causes a jam. Yes Ammo Astartes
Witch Bolts Any creatures with Psy Rating that take damage reduce Psy rating by 1 for 1d10 rounds. May not push. Warp Instability must immediately
12/Clip check.
Distinguished Yes Ammo Astartes
Breaching Rounds Changes the weapon's damage type to X and reduces its range by half. 8/clip Distinguished Yes Ammo Rites of Battle
Ignis Rounds Changes damage type to E. A target hit must pass an Agility Save or be set on fire in addition to normal damage. 10/clip Famed Yes Ammo Rites of Battle
Penetrator Rounds Gives +5 to pen. Lose the scatter quality. 6/clip Distinguished Yes Ammo Rites of Battle
Razorweb Ammo A webber loaded with this inflicts an additional -20 to escape. Furthermore, each attempt deals 2d10R, pen 8. 6/clip Famed Yes Ammo Rites of Battle
Shredder Rounds Gains +1 pen and tearing. 7/clip Distinguished Yes Ammo Rites of Battle
Slug Rounds Lose Scatter, gain Tearing and Felling (1) 4/clip Yes Ammo Rites of Battle
Axe 1d10+1I 0 Primitive, Unbalanced 4 20 Average No Melee Primitive Core
Brass Knuckles 1d5-1I 0 Primitive 0.5 5 Plentiful No Melee Primitive Core
Club 1d10I 0 Primitive 2 5 Abundant No Melee Primitive Core
Flail* 1d10+2I 0 Flexible, Primitive 4 20 Scarce No Melee Primitive Core
Great Weapon* 2d10R 2 Primitive, Unwieldy 7 70 Scarce No Melee Primitive Core
Groxwhip 1d10R 0 Primitive,Flexible,Tearing 4 Scarce No Melee Primitive Core
Improvised 1d10-2I 0 Primitive,Unbalanced Common No Melee Primitive Core
Hammer 1d10+1I 0 Primitive, Unbalanced 4 10 Common No Melee Primitive Core
Knife 1d5R 0 Primitive 0.5 5 Abundant No Melee Primitive Core
Throwing Star/Knife 1d5R 0 Primitive 0.5 5 Plentiful No Thrown Primitive Core
Shield 1d5I 0 Defensive, Primitive 3 25 Average No Melee Primitive Core
Spear* 1d10R 0 Primitive 3 15 Common No Melee Primitive Core
Sword 1d10R 0 Balanced, Primitive 3 15 Common No Melee Primitive Core
Staff* 1d10I 0 Balanced, Primitive 3 10 Plentiful No Melee Primitive Core
Unarmed 1d5-3 R 0 Primitive Common No Melee Primitive Core
Bastard Sword 1d10+1R 1 Primitive 5 50 Average No Melee Primitive Feral and Feudal World
Buckler 1d5-2I 0 Balanced, Primitive 1 30 Common No Melee Primitive Feral and Feudal World
Chain-Stick 1d10+1I 0 Fast, Primitive, Toxic 1 30 Scarce No Melee Primitive Feral and Feudal World
Cutlass 1d10R 0 Primitive, Unbalanced 3 10 Common No Melee Primitive Feral and Feudal World
Double Flail* 1d10I 0 Flexible, Primitive 4 28 Scarce No Melee Primitive Feral and Feudal World
Long-Sabre* 1d10+2R 2 Balanced, Primitive 3 70 Very Rare No Melee Primitive Feral and Feudal World
Mirror Shield 1d5-1I 0 Defensive, Primitive 3 60 Rare No Melee Primitive Feral and Feudal World
Moon Blade 1d10R 0 Fast, Primitive, Unwieldy 3 25 Rare No Melee Primitive Feral and Feudal World
Punch Dagger 1d5+1R 2 Primitive 0.5 4 Plentiful No Melee Primitive Feral and Feudal World
Sabre 1d10R 0 Balanced, Primitive 2 15 Common No Melee Primitive Feral and Feudal World
Scythe* 1d10+2R 0 Primitive, Unwieldy 5 12 Uncommon No Melee Primitive Feral and Feudal World
Spetum* 1d10R 2 Primitive, Unbalanced 6 45 Rare No Melee Primitive Feral and Feudal World
Steam Drill* 2d10I 3 Primitive, Unbalanced, Unwieldy 18 100 Very Rare No Melee Primitive Feral and Feudal World
Stiletto 1d5-1R 2 Fast, Primitive 0.2 25 Uncommon No Melee Primitive Feral and Feudal World
Tower Shield(metal) 1d5+2I 0 Defensive, Primitive 7 60 Rare No Melee Primitive Feral and Feudal World
Tower Shield(wood) 1d5+1I 0 Defensive, Primitive 5 40 Uncommon No Melee Primitive Feral and Feudal World
Bolo Knife 2d5R 2 2 50 Rare No Melee Primitive Hive World
Devil's Kiss 1d5R 3 Fast, Primitive 0.3 55 Rare No Melee Primitive Hive World
Emperor's Whisper 1d5+1R 2 Balanced 0.5 150 Very Rare No Melee Primitive Hive World
Punisher Baton 1d10I 0 3 50 Average No Melee Primitive Hive World
Render 1d5+1R 0 Primitive, Tearing 1.2 50 Rare No Melee Primitive Hive World
Sigilite 1d5R 3 Defensive 0.75 85 Rare No Melee Primitive Hive World
Armoured Gauntlet 1d5I 0 Primitive 0.5 35 Common No Melee Primitive The Void
Boarding Pike* 1d10+3X 2 Primitive 4 30 Common No Melee Primitive The Void
Chimera Pistol Sword 1d10+1R 2 Primitive 3.5 130 Scarce No Melee Primitive The Void
Kraken Tooth Dagger 1d5+1R 1 Primitive 0.4 200 Rare No Melee Primitive The Void
Man-Catcher 1d10I 0 Primitive, Snare, Unwieldy 8 60 Scarce No Melee Primitive The Void
Naval Shield 1d5+2I 0 Defensive, Primitive 9 75 Average No Melee Primitive The Void
Short Sword 1d10-1R 0 Primitive 1.5 12 Common No Melee Primitive The Void
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Combat Knife 1d5+3R 0 Primitive 0.8 40 Average No Melee Primitive War Zone
Guard Shield 1d5I 0 Defensive, Primitive 3.5 100 Scarce No Melee Primitive War Zone
Trophy Knife 1d5+1R 1 Balanced, Primitive 0.3 700 Very Rare No Melee Primitive War Zone
Garrote 1d10R 0 Flexible, Primitive 0.5 200 Scarce No Melee Primitive Shadow Gear
Sieve Blade 1d10-1R 0 Primitive 0.5 75 Scarce No Melee Primitive Shadow Gear
Percussion Mallet 1d10+2E 5 Unwieldy (can be thrown), double Str bonus 4 3000 Rare No Melee Primitive Lathe Worlds
Blackwing Halberd 1d10R 4 Balanced 5 500 Rare No Melee Primitive Daemon Hunter
Great Hammer* 1d10+4R 2 Unwieldy 8 70 Common No Melee Primitive Daemon Hunter
Daggered Vambraces 1d10R 0 Unwieldy 1 100 Common No Melee Primitive Daemon Hunter
Quicksilver Blade 1d10+2R 0 Balanced 2 1000 Rare No Melee Primitive Daemon Hunter
Reliquary Blade 1d10+2R 3 Balanced, Sanctified 3 3000 Very Rare No Melee Primitive Daemon Hunter
Sacred Incense 1d10+2I 0 Flexible, Sanctified 5 3000 Very Rare No Melee Primitive Daemon Hunter
Truename Staff 1d10I 0 Balanced, Sanctified 4 2000 Very Rare No Melee Primitive Daemon Hunter
Cosh 1d10-1I 0 Primitive 1 15 Common No Melee Primitive Book of Judgement
Shiv 1d5-1R 0 Primitive, Unbalanced 0.5 Plentiful No Melee Primitive Book of Judgement
Side Handle Baton 1d10I 0 +5 Parry 2.5 30 Average No Melee Primitive Book of Judgement
Synford-pattern Lockshield 1d10I 0 Defensive 4 90 Rare No Melee Primitive Book of Judgement
Enforcer Riot Shield 1d10I 0 Defensive, Primitive 1.5 40 Scarce No Melee Primitive Book of Judgement
Truncheon 1d10I 0 Primitive 2 Plentiful No Melee Primitive Rogue Trader
Warhammer 1d10+2I 1 Primitive 4.5 Scarce No Melee Primitive Rogue Trader
Kineblades 1d5R 2 0.5 Very Rare No Melee Primitive Ascension
Combat Shield 1d5I 0 Primitive, Defense 1 Common No Melee Primitive Into the Storm
Falchion 1d5+3R 0 Primitive, Defense 2 Average No Melee Primitive Into the Storm
Lacusta Hammer* 1d10+2I 0 Primitive 5 Average No Melee Primitive Into the Storm
Memory Wire 1d5-1I 0 Primitive 1 Rare No Melee Primitive Into the Storm
Parrying Dagger 1d5R 0 Defensive, Primitive 0.5 Average No Melee Primitive Into the Storm
Swordstick Cane 1d10R 0 Balanced, Primitive 2 Scarce No Melee Primitive Into the Storm
Baptismal Mace 1d10+1I 0 Unbalanced, Toxic 4.5 500 Scarce No Melee Primitive Reliquary
Daemon Pike* 1d10R 2 Sanctified 4 1000 Rare No Melee Primitive Reliquary
Ecclesiarchy Corsesque* 1d10R 2 Unbalanced, Sanctified 6 N/A Issued Only No Melee Primitive Reliquary
Fire Lance* 1d10R 0 Special 4 550 Rare No Melee Primitive Reliquary
Flame Hammer* 2d10I 2 Unwieldy, Special 8 800 Rare No Melee Primitive Reliquary
Mancatcher* 1d10I 0 Unwieldy, Special 4 200 Rare No Melee Primitive Reliquary
Praesidium Protectiva 1d5+2I 0 Defensive 14 7500 Very Rare No Melee Primitive Reliquary
Scoriada 0I 0 Primitive, Flexible 1 5 Scarce No Melee Primitive Reliquary
Axe of Retribution* 2d10R 8 Sanctified 8 Near Unique No Melee Primitive Reliquary
Blade of Admonition* 2d10R 4 Balanced, Sanctified 6 Near Unique No Melee Primitive Reliquary
Astartes Combat Knife 1d10+2R 2 2 3 No Melee Primitive Astartes
Ceremonial Sword 1d10+3R 2 Balanced 5 3 No Melee Primitive Astartes
Sacris Claymore* 2d10+2R 2 Unbalanced 10 3 No Melee Primitive Astartes
Astartes Combat Shield 1d5+1I 0 Balanced 3 20 Distinguished No Melee Primitive Astartes
Storm Shield 1d10I 0 Defensive 10 35 Distinguished No Melee Primitive Astartes
Sword of the Remorseless Crusader 1d10+8R 6 Sanctified 5 N/A N/A No Melee Primitive Astartes
Duelling Tulwar 1d10+2R 0 Balanced, std attack when in defensive stance 7 No Melee Primitive First Founding
Duty's End 1d10I 0 Defensive 12 60 Hero No Melee Primitive Rites of Battle
The Corroded Falchion 1d10+5R 3 Balanced, Devastating (1), Toxic 8 30 Hero No Melee Primitive Rites of Battle
Remembrance Shield 1d5+1I 0 Balanced 3 30 Famed No Melee Primitive Rites of Battle
Salvation of Correus 1d10+3R 2 Devastating (2) 2 40 Hero No Melee Primitive Rites of Battle
Chainsword 1d10+2R 2 Balanced, Tearing 6 275 Rare No Melee Chain Core
Chain Axe 1d10+4R 2 Tearing 13 450 Very Rare No Melee Chain Core
Chain Knife 1d5+3R 2 Tearing 2.5 80 Scarce No Melee Chain Hive World
Eviscerator* 1d10+10R 5 Special, Tearing, Unwieldy 12 750 Scarce No Melee Chain Holy Ordos
Crimson Crown 1d10+2R 2 Tearing 0.5 Very Rare No Thrown Chain Into the Storm
Double-Edged Chainsword* 1d10+5R 2 Tearing 12 Average No Melee Chain Into the Storm
Drusian Chainsword 1d10+2R 2 Tearing, Balanced 7 Average No Melee Chain Into the Storm
Chainsword (Hydraphur) 1d10+3R 2 Tearing 9 Scarce No Melee Chain Hostile Acquisitions
Chainsword (Eldar) 1d10+4R 3 Balanced, Tearing 3 Near Unique No Melee Chain Hostile Acquisitions
Astartes Chainsword 1d10+3R 4 Balanced, Tearing 10 5 No Melee Chain Astartes
Witchbane 1d10+5R 4 Balanced, Tearing 8 10 Famed No Melee Chain Rites of Battle
Jaw of Bloodcharn 1d10+3R 4 Balanced, Tearing 10 30 Famed No Melee Chain Rites of Battle
The Krixian Chainglaive* 1d10+8R 4 Tearing 18 35 Famed No Melee Chain Rites of Battle
Power Blade 1d10+3E 6 Power Field 1.5 1750 Very Rare No Melee Power Core
Power Sword 1d10+5E 6 Balanced, Power Field 3.5 2500 Very Rare No Melee Power Core
Serpintine 1d10+2E 6 Fast, Power Field 1.5 2500 Very Rare No Melee Power Hive World
Energy Blade 1d10+6E 7 Balanced, Power Field 1 5000 Very Rare No Melee Power Forge World
Omnissian Axe 2d5+5E 6 Power Field, Unwieldy 7 No Melee Power Forge World
Power Fist 2d10E 8 Power Field, Unwieldy 12 3100 Very Rare No Melee Power War Zone
Power Longsword* 1d10+6E 6 Power Field 4.5 3500 Very Rare No Melee Power War Zone
Witch Lance 1d10+4E 6 Power Field, Special 5 2800 Very Rare No Melee Power Holy Ordos
Omnissian Rod 1d10+10E 7 Balanced, Flexible, Power Field 9 Adeptus Mechanicus only No Melee Power Lathe Worlds
Venator Blade 1d5+3R 4 Razor Sharp 0.5 2500 No Melee Power Lathe Worlds
Omnissian Axe(Sollex) 2d10+4E 6 Power Field, Unbalanced 8 Extremely Rare No Melee Power Rogue Trader
Power Axe(Mezoa) 1d10+7E 7 Power Field, Unbalanced 6 Very Rare No Melee Power Rogue Trader
Power Fist(Mezoa) 2d10E 9 Power Field, Unwieldy 13 Very Rare No Melee Power Rogue Trader
Power Maul(High) 1d10+5E 4 Power Field, Shocking 3.5 Very Rare No Melee Power Rogue Trader
Power Sword(Mordian) 1d10+5E 5 Power Field, Balanced 3 Very Rare No Melee Power Rogue Trader
Arbites Ultima-Pattern Power Maul (Low Power) 1d10I 0 Shocking 3 Rare No Melee Power Ascension
Arbites Ultima-Pattern Power Maul (High Power) 1d10+5I 5 Power Field 3 Rare No Melee Power Ascension
Daemonhammer 2d10+1I 8 Power Field, Sanctified, Unwieldy 5 Extremely Rare No Melee Power Ascension
Power Stake 1d10+7E 5 Power Field, Unbalanced, Sanctified 1 Very Rare No Melee Power Ascension
Burning Blade 1d10+5E 4 Power Field, Balanced 3 Extremely Rare No Melee Power Into the Storm
Loi Pattern Power Axe* 1d10+7E 9 Power Field, Unbalanced 9 Extremely Rare No Melee Power Into the Storm
Power Discus 1d10+4E 5 Power Field 0.2 Extremely Rare No Thrown Power Into the Storm
Thunder Hammer* 2d10+4E 10 Power Field, Unwieldy, Shocking 15 Very Rare No Melee Power Into the Storm
Nemesis Force Sword 1d10+2E 2 Power Field, Sanctified, Balanced 6 Rank 1 No Melee Power Daemon Hunter
Nemesis Force Halberd 1d10+3E 2 Power Field, Sanctified, Tearing 9 Rank 3 No Melee Power Daemon Hunter
Nemesis Daemon Hammer 2d10+5E 2 Power Field, Sanctified, Unwieldy 20 Rank 5 No Melee Power Daemon Hunter
Nemesis Falchion 1d10+1E 2 Power Field, Sanctified 5 Rank 6 No Melee Power Daemon Hunter
Nemesis Warding Stave 1d10+1E 2 Power Field, Sanctified, Balanced, Defensive 5 Rank 6 No Melee Power Daemon Hunter
Nemesis Greatsword* 2d10+5E 2 Power Field, Sanctified, Balanced 1500 Rank 8 No Melee Power Daemon Hunter
Nemesis Doomfist 2d10+5E 2 Power Field, Sanctified, Unwieldy 1500 Rank 8 No Melee Power Daemon Hunter
Agni-pattern Power Maul (high power) 1d10+4E 4 Power Field 0.75 1500 Rare No Melee Power Book of Judgement
Bakka-pattern Power Ram 2d10I 6 Power Field, Unwieldy, -20 WS, double manage vs walls/doors 25 1250 Rare No Melee Power Book of Judgement
Cyclopea-pattern Power Maul 2d10I 5 Power Field, Unwieldy, Shocking, Fear(1) 8.5 4000 Rare No Melee Power Book of Judgement
Lathe-pattern Power Maul (high power) 1d10+5I 5 Power Field 0.5 2100 Very Rare No Melee Power Book of Judgement
Electropick 1d10+4E 6 Power Field, Unwieldy, Unstable, Overheats 3 800 Very Rare No Melee Power Book of Judgement
Chainfist 2d10E 10 Power Field, Tearing 48 40 Famed No Melee Power Astartes
Lightning Claw 1d10+6E 8 Power Field, Special, Tearing 30 30 or 45 Distinguished No Melee Power Astartes
Astartes Power Axe 1d10+8E 6 Power Field, Unbalanced 10 20 Respected No Melee Power Astartes
Astartes Power Fist 2d10E 9 Power Field, Unwieldy 25 30 Distinguished No Melee Power Astartes
Astartes Power Sword 1d10+6E 6 Balanced, Power Field 5 20 Respected No Melee Power Astartes
Thunder Hammer 2d10+5E 8 Power Field, Concussive, Unwieldy 18 30 Distinguished No Melee Power Astartes
Omnissian Axe (Astartes) 1d10+11E 6 Power Field, Unbalanced 14 30 Distinguished No Melee Power Astartes
Frost Blade 1d10+11E 9 Balanced, Power Field, Tearing 10 60 Hero No Melee Power Astartes
Deathwatch Relic Blade* 2d10+7E 9 Power Field, Special 25 50 Hero No Melee Power Astartes
Artificer Omnissian Axe 1d10+9E 7 Power Field, Unbalanced 10 25 Distinguished No Melee Power First Founding
Chogoris Lightning Blade 1d10+7E 10 Power Field, Balanced 3 20 Famed No Melee Power First Founding
Cruciform of the Crusade 2d10+5I 0 Concussive, Unwieldy 30 30 Respected No Melee Power First Founding
Duelling Tulwar 2d10+2E 6 Power Field, Balanced 7 25 Famed No Melee Power First Founding
Glaive Encarmine 1d10+5E 6 Balanced, Power Field 8 20 Respected No Melee Power First Founding
Honour Blades 1d10+5E 6 Balanced, Power Field (wielded as a pair) 8 20 Respected No Melee Power First Founding
The Needle of Truth 1d10+7E 6 Balanced, Power Field 5 30 Distinguished No Melee Power First Founding
Power Lance 1d10+6E 7 Power Field 9 10 No Melee Power First Founding
The Righteous Fist 2d10E 9 Power Field, Unwieldy 35 35 Famed No Melee Power First Founding
Rune Staff 1d10+1I 0 Balanced, Psy 5 25 Respected No Melee Power First Founding
The Shadow in the Sky 1d10+5E 6 Balanced, Power Field 6 20 Respected No Melee Power First Founding
Shard of Bekrin 1d10+4E 5 Power Field, Unwieldy 4 20 Distinguished No Melee Power First Founding
Breaching Auger 2d10+11R 7 Tearing, Unwieldy, Power Field 25 18 No Melee Power Rites of Battle
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Bulkhead Shears* 2d10+13R 6 Tearing, Unwieldy 10 17 No Melee Power Rites of Battle
Crozius Arcanum 1d10+7E 7 Balanced, Power Field 10 No Melee Power Rites of Battle
Executioner Axe* 1d10+13E 8 Power Field, Unwieldy, Felling(1) 22 25 Famed No Melee Power Rites of Battle
Fist of Dragos 2d10+4E 9 Power Field, Unwieldy 25 35 Famed No Melee Power Rites of Battle
Power Claymore* 1d10+11E 8 Power Field, Unwieldy, Devastating(1) 18 15 Distinguished No Melee Power Rites of Battle
Power Falchion 1d10+4E 5 Power Field, Razor Sharp 7 25 Distinguished No Melee Power Rites of Battle
Power Spear* 1d10+6E 7 Power Field 8 15 Distinguished No Melee Power Rites of Battle
Skybolt 1d10+4E 8 Power Field, Felling (2) 15 50 Hero No Melee Power Rites of Battle
Teeth of The Blizzard 1d10+12E 9 Balanced, Power Field, Tearing 10 75 Hero No Melee Power Rites of Battle
Shock Maul 1d10I 0 Shocking 2.5 150 Scarce No Melee Shock Core
Electro-Flail 1d10+2I 0 Flexible, Shocking 4.5 375 Rare No Melee Shock Core
Lightning Gauntlet 1d10I 0 Primitive, Shocking 2 80 Scarce No Melee Shock Feral and Feudal World
Lightning Chain* 1d10+1I 0 Flexible, Primitive, Shocking 4 100 Very Rare No Melee Shock Feral and Feudal World
Neural Whip 1d10+1E 0 Flexible, Shocking 4 500 Rare No Melee Shock The Void
Officer's Cutlass 1d10R 0 Shocking 3 200 Scarce No Melee Shock The Void
Shock-Staff 1d5+1I 2 Shocking 2 100 Average No Melee Shock The Void
Integrated Coil-Whip 1d10+5E 4 Flexible, Shocking 3 600 Very Rare No Melee Shock Lathe Worlds
Shock Gauntlets 1d5E 0 Shocking 1 100 Scarce No Melee Shock Shadow Gear
Concussion Mace 1d10+3I 4 Unwieldy, Volatile, Blast(1) 15 200 Scarce No Melee Shock Daemon Hunter
Agni-pattern Power Maul (low power) Shocking 0 1500 Rare No Melee Shock Book of Judgement
Lathe-pattern Power Maul (low power) Shocking 0 2100 Very Rare No Melee Shock Book of Judgement
Hredrian Shock-Staff Balanced, Shocking 4 325 Rare No Melee Shock Book of Judgement
Orthlack Grudge-pattern Shock Batton 1d10-1I Shocking 1.5 200 Scarce No Melee Shock Book of Judgement
Shocker 1d5-2E Shocking 0.75 90 Scarce No Melee Shock Book of Judgement
Shock Glove 1d10I 0 Shocking 1.5 Rare No Melee Shock Rogue Trader
Shock-Staff (I) 1d5+3I 0 Shocking 2 Rare No Melee Shock Rogue Trader
Shock Knuckles 1d10I 0 Shocking 1 Scarce No Melee Shock Into the Storm
Shock Stars 1d10I 0 Shocking 0.2 Rare No Thrown Shock Into the Storm
Suppression Shield 1d10E 0 Defensive, Recharge, Shocking 5 Rare No Melee Shock Into the Storm
Stunsphere 1d10I 0 Shocking, delivers shock regardless of damage 0.2 Rare No Melee Shock Hostile Acquisitions
Shock Net Shocking, Snare, delivers shock regardless of damage 1 Average No Melee Shock Hostile Acquisitions
Breacher 1d10+5R 4 Special, Tearing, Unwieldy 18 750 Scarce No Exotic Exotic Forge World
Vivisector 1d5+5R 0 Tearing, Unwieldy 1.5 650 Rare No Exotic Exotic Forge World
Bulkhead Cutters 1d10+3R 6 Tearing, Unwieldy 6 75 Average No Melee Exotic The Void
Integrated Lathes Arc-Welder 1d10+5E (no str) Unwieldy 2 1700 Very Rare No Melee Exotic Lathe Worlds
Fractal Blade 1d10+1R 7 Power Field, Balanced 1 Extremely Rare No Melee Exotic Rogue Trader
Ghost Sword 1d10+3E 6 Power Field, Balanced 1 Extremely Rare No Melee Exotic Rogue Trader
Harlequin's Kiss 1d10+8R 10 Tearing 1 Extremely Rare No Melee Exotic Rogue Trader
Ork Choppa 1d10+1R 2 Unbalanced 8 Scarce No Melee Exotic Rogue Trader
Ork Choppa (I) 1d10+1R 2 Tearing, Unbalanced 5 600 Scarce No Melee Exotic Creatures Anathema
Enoulian Whisper Line 1d10+1R 4 Flexible, Tearing 0.5 4500 Very Rare No Melee Exotic Creatures Anathema
Apostatic Matrix 1d10I 0 Balanced, Shocking 4 30000 Very Rare No Melee Exotic Dark Tech
Empyric Conduit Blade 1d10R 2 Balanced 3 45000 Very Rare No Melee Exotic Dark Tech
Aether Lance 2d5E 0 Unwieldy 3.5 50000 Very Rare No Melee Exotic Xenos Tech
Draethri Pain Gauntlet 1d10+2R 0 Shocking 3 1500 Very Rare No Melee Exotic Xenos Tech
Scythian Fury Talon 1d5+3R 3 Toxic 1 1000 Very Rare No Melee Exotic Xenos Tech
Neuro-Gauntlet 1d10R 8 Tearing, Toxic 2.5 Extremely Rare No Melee Exotic Ascension
Agonizer 1d10+3E 6 Tearing, Shocking 8 Very Rare No Melee Exotic Into the Storm
Egerian Shard Glaive 1d10+4R 2 Tearing, Toxic 4 Extremely Rare No Melee Exotic Into the Storm
Kroot Rifle (melee) 1d10R 0 Balanced 0 Extremely Rare No Melee Exotic Into the Storm
Eldar Powersword 1d10+4E 8 Power Field, Balanced 2 Near Unique No Melee Exotic Into the Storm
Forearm Powerblade 1d10+1E 4 Power Field, Balanced, Defensive 1.5 Very Rare No Melee Exotic Into the Storm
Galthite Lacerator 1d10+6R 6 Tearing 1 Near Unique No Melee Exotic Into the Storm
Inertial Hammer* 1d10+7I 3 Unwieldy 4 Near Unique No Melee Exotic Into the Storm
Macro Hammer* 1d10+7E 10 Power Field 8 Extremely Rare No Melee Exotic Into the Storm
Null Rod 1d10+5E 4 Power Field 3 Near Unique No Melee Exotic Into the Storm
Soft Sword 1d10R 2 Balanced 1.5 Rare No Melee Exotic Into the Storm
Hawk's Talon (Melee) 1d10+3E Power Field, Unbalanced Unique No Melee Exotic Hostile Acquisitions
Eldar Biting Blade 1d10+6R 2 Tearing, Unbalanced 7 Unique No Melee Exotic Hostile Acquisitions
Eldar Mirrorswords 1d10+5E 8 Balanced, Power Field 2 Unique No Melee Exotic Hostile Acquisitions
Dark Eldar Scissorhand 3d5R 2 Tearing 0.5 Near Unique No Melee Exotic Hostile Acquisitions
Nadueshi Twinblade 1d10+6R 0 Balanced, Tearing 5 Rare No Melee Exotic Hostile Acquisitions
Stryxis Aetherlash 2d5R 0 Flexible 1 Near Unique No Melee Exotic Hostile Acquisitions
Stryxis Curseblade 1d10-1R 2 Balanced 2 Extremely Rare No Melee Exotic Hostile Acquisitions
Zaythan Warblade 2d10+6E 6 Power Field, Tearing, Unbalanced 9 Very Rare No Melee Exotic Hostile Acquisitions
Big Choppa* 2d10R 2 Tearing, Unbalanced 10 Rare/Average No Melee Exotic ITS Ork
Grabba Stick 1d5I 0 Snare 5 Rare/Average No Melee Exotic ITS Ork
Grotwhip 1d10+3R 0 Flexible, Tearing, Primitive 5 Rare/Average No Melee Exotic ITS Ork
Power Klaw 2d10E 10 Power Field, Tearing, Unwieldy 17 Near Unique/Very Rare No Melee Exotic ITS Ork
Force Axe 1d10+3R 2 Unbalanced, Force 4.5 4000 Very Rare No Melee Primitive Holy Ordos
Force Staff* 1d10I 0 Balanced, Force 3 3500 Very Rare No Melee Primitive Holy Ordos
Force Sword 1d10+1R 2 Balanced, Force 3.5 3500 Very Rare No Melee Primitive Holy Ordos
Naduesh Force Axe 1d10+3R 3 Force, Unbalanced 8 Near Unique No Melee Primitive Into the Storm
Naduesh Force Staff 1d10I 2 Force 2 Near Unique No Melee Primitive Into the Storm
Naduesh Force Sword 1d10+1R 2 Force, Balanced 5 Near Unique No Melee Primitive Into the Storm
Astartes Force Staff* 1d10+1I 0 Balanced, Force 5 25 Respected No Melee Primitive Astartes
Astartes Force Sword 1d10+2R 2 Balanced, Force 5 25 Respected No Melee Primitive Astartes
Bionic Left Arm (Good) +10 Ag for fine manipulation and +10 Str using arm 2000 Rare Yes Cybernetics Core
Bionic Right Arm (Good) +10 Ag for fine manipulation and +10 Str using arm 2000 Rare Yes Cybernetics Core
Bionic Left Arm (Common) Replaces missing arm 1000 Scarce Yes Cybernetics Core
Bionic Right Arm (Common) Replaces missing arm 1001 Scarce Yes Cybernetics Core
Bionic Left Arm (Poor) Half Ag for fine manipulation and -10 WS/BS using arm 750 Scarce Yes Cybernetics Core
Bionic Right Arm (Poor) Half Ag for fine manipulation and -10 WS/BS using arm 751 Scarce Yes Cybernetics Core
Bionic Locomotion (Good) Gain Sprint Talent and +20 to athletics tests to jump or leap 3000 Rare Yes Cybernetics Core
Bionic Locomotion (Common) Replaces missing legs 1500 Scarce Yes Cybernetics Core
Bionic Locomotion (Poor) Halve movement rate. Test Ag or fall at end of run action. 1000 Scarce Yes Cybernetics Core
Bionic Respiratory System (Good) +20 Toughness vs airborne toxins and gas attacks. Counts as life support system 1600 Very Rare Yes Cybernetics Core
Bionic Respiratory System (Common) +20 Toughness vs airborne toxins and gas attacks 800 Rare Yes Cybernetics Core
Bionic Respiratory System (Poor) +20 Toughness vs airborne toxins and gas attacks. -20 Silent Move 600 Rare Yes Cybernetics Core
Auger Arrays acts as standard auspex, half action to concentrate 1000 Rare Yes Cybernetics Core
Ballistic Mechadendrite uses laspistol with compact upgrade, need talent to use 600 Adeptus Mechanicus only Yes Cybernetics Las Core
Cortex Implants Replace/enhance brain. Gain Unnatural Intelligence x 2, 1d10 insanity and +10 to skill tests when processing large data pools 5000 Very Rare Yes Cybernetics Core
Cybernetic Senses duplicate normal senses 2250 Rare Yes Cybernetics Core
Manipulator Mechadendrite +20 to str, can tether techpriest with clamps, counts as club 500 Adeptus Mechanicus only Yes Cybernetics Primitive Weapons Core
Machinator Array Enhanced mechanicus implants. +10 Str, +10 Toughness, -5 Ag, -5 Fel, cannot swim Talent Adeptus Mechanicus only Yes Cybernetics Core
Medicae Mechadendrite +10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 interrogation 500 Adeptus Mechanicus only Yes Cybernetics Core
Mind Impulse Unit interface with tech devices, +10 Tech-use, pilot, or drive when linked 1750 Rare Yes Cybernetics Core
Optical Mechadendrite +10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at night 400 Adeptus Mechanicus only Yes Cybernetics Core
Utility Mechadendrite +10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell500 get +10
Adeptus Mechanicus only Yes Cybernetics Primitive Weapons Core
Chem Implants Chem Glands Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means5000* 1d10 toughness
Very Rare damage Yes Cybernetics Forge World
Chem Implants Injector Rig Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10
750*
damage
Scarcenegating AP Yes Cybernetics Forge World
Concealed Weapon Bionic (Poor) weapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate 150** Scarce Yes Cybernetics Forge World
Concealed Weapon Bionic (Common) as poor, but not unreliable 300** Scarce Yes Cybernetics Forge World
Concealed Weapon Bionic (Good) weapon is best quality 750** Rare Yes Cybernetics Forge World
Hermetic Infusion (Common) +10 to resist toxins, disease, and radioactive substance, gains die hard talent 3000 Tech Priest Only Yes Cybernetics Forge World
Hermetic Infusion (Good) As common but +20 instead and gain regeneration talent 17000 Tech Priest Only Yes Cybernetics Forge World
Mining Helot Augmetics Extra limb with breacher, str and toughness +10, -10 ag, 1d10 insanity 2000 Scarce Yes Cybernetics Forge World
The Rite of Setesh Gain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects 100000 Very Rare Yes Cybernetics Forge World
Vehicle Interface Circuits +10 to pilot vehicles with interface, percep test to determine state of vehicle 2000 Rare Yes Cybernetics Lathe Worlds
Alatus-Pattern Jump Pack Doubles movement or flyer(12) for 1 min, +10 parry 3000 Adeptus Mechanicus only Yes Cybernetics Lathe Worlds
Enhanced Potentia Coil Boosts Luminen options, maglev and electircal succour as free action, reliable integrated weapons 6000 Adeptus Mechanicus only Yes Cybernetics Lathe Worlds
Lathes Mechadendrite Stabilisers Half action to brace, gains sturdy. No movement penalties in high/low/zero gravity. 300 Adeptus Mechanicus only Yes Cybernetics Lathe Worlds
Perinetus-Pattern Servo Harness Many customisable arms/tools for use in low/zero gravity. Thrusters grant flyer(6) 1500 Adeptus Mechanicus only Yes Cybernetics Lathe Worlds
Servo-Claw Melee 1d10+10R Pen 4 Tearing (no str). Lifting Str 50x2. -10 on manipulator tests. 600 Adeptus Mechanicus only Yes Cybernetics Lathe Worlds
Psy-Jammer Implant +20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage 12000 Very Rare Yes Cybernetics Holy Ordos
Constructor Interface May use a slinet tech-use test to command Cyber-Mastiff/Hawk. May also download special commands. 1000 Rare Yes Cybernetics Book of Judgement
Karrikian Lock-Arm (Left) Gain unnatural strength (x3) for grappling and +2 dmg on melee attacks with arm 1200 Rare Yes Cybernetics Book of Judgement
Karrikian Lock-Arm (Right) Gain unnatural strength (x3) for grappling and +2 dmg on melee attacks with arm 1200 Rare Yes Cybernetics Book of Judgement
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned. Total Weight of items carried 0.0 kg You can filter the shop list using the categories below

Owned Carried Item Description Weight Cost Availability Proficient Category Type Setting
Landrian Revealer Gain heightened sense (Smell) and Talented (tracking). 950 Very Rare Yes Cybernetics Book of Judgement
Malfian Dermaguise Gain +20 raising to +30 to disguise checks. Suffer fatigue and pain and possibly damage. 1150 Very Rare Yes Cybernetics Book of Judgement
Augmented Senses Gives Heightened Senses talent for any one sense (add as elite advance) Rare Yes Cybernetics Rogue Trader
Baleful Eye can shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in melee Near Unique Yes Cybernetics Las Rogue Trader
Bionic Heart gain sprint talent Rare Yes Cybernetics Rogue Trader
Calculus Logi Upgrade +10 to literacy, logic, or scholastic lore tests Very Rare Yes Cybernetics Rogue Trader
Cranial Armor +1 AP to head, stacks with armor Scarce Yes Cybernetics Rogue Trader
Locator Matrix know magnetic north, present location, velocity, altitude, time of day and other info, need maps to be effective info Rare Yes Cybernetics Rogue Trader
Memorance Implant +10 trade (remembrancer) tests, or other tests in social situations where recorded info provides value, grants total recall talent Rare Yes Cybernetics Rogue Trader
MIU Weapon Interface Remotely operate a single weapon, fire as free action with full bs skill, weapon has to be connected to MIU weapon interface Rare Yes Cybernetics Rogue Trader
Respiratory Filter Implant ignore toxic gases or atmospheric contaminants Rare Yes Cybernetics Rogue Trader
Scribe-tines +10 to investigation skill tests Scarce Yes Cybernetics Rogue Trader
Subskin Armor +2 AP to arms, body, legs. Stacks with armor Very Rare Yes Cybernetics Rogue Trader
Synthetic Muscle Grafts +1 to str bonus Rare Yes Cybernetics Rogue Trader
Synthetic Muscle Grafts (Best) Unnatural Strength trait but -10 to ag Very Rare Yes Cybernetics Rogue Trader
Voidskin resist damage to void for d10+3 rounds past normal duration Scarce Yes Cybernetics Rogue Trader
Volitor Implant hide certain info in artificial memory or prevent certain task, attempt to force info or task can knock out or kill user Rare Yes Cybernetics Rogue Trader
Vox Implant built in microbead, often hardwired to ships vox frequency Scarce Yes Cybernetics Rogue Trader
Malygrisian Bioforging Gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points
20000
fromVery
ag, Rare
int Yes Cybernetics Dark Tech
Transgenic Grafting gain 1d10 insanity and one trait from alien species 20000 Very Rare Yes Cybernetics Xenos Tech
Plasma Cutter Mechadendrite Can cut through a meter of 20cm thick adamantine plating every minute; can function as a Ryza-Pattern Plasma Pistol without maximal. Adeptus Mechanicus Only Yes Cybernetics Plasma Ascension
Servo-Arm Has strength of 65 with Unnatural Strength (x2). May anchor self as a free action. May be used as a weapon with a -10 WS check. Adeptus Mechanicus Only Yes Cybernetics Primitive Ascension
Blackbone Bracing Grants bulging biceps and iron jaw talents, and +2 damage to unarmed attacks. Very Rare Yes Cybernetics Into the Storm
Gastral Bionics Ignores effects of poisoned food. Best quality can eat anything organic with no ill effects, though taste is still an issue. Scarce Yes Cybernetics Into the Storm
Internal Blade Hidden blade. Good quality has toxic, best quality gains +2 damage and pen and power field. Very Rare Yes Cybernetics Into the Storm
Internal Power Cell Generates power. Can charge a basic las weapon charge pack after one full day. Very Rare Yes Cybernetics Into the Storm
Pain Ward Allows user to ignore involuntary actions caused by pain such as fire, stun, and critical damage. Rare Yes Cybernetics Into the Storm
Vitae Supplement Acts as emergency life support. Grants autosanguine. Rare Yes Cybernetics Into the Storm
Aetheric Wave-spars Add 1 to psy rating when pushing. Very Rare Yes Cybernetics Hostile Acquisitions
Thief's Light Glow panels built into palm of hand. Scarce Yes Cybernetics Hostile Acquisitions
Servo-limb Crude bionic limb used with heavy industrial tools. Scarce Yes Cybernetics Hostile Acquisitions
Weapon Bracing Affixed weapon can be used in one hand without penalty. Rare Yes Cybernetics Hostile Acquisitions
Interkeratic Implants Gain the dark sight trait and become immune to effects of photon flash grenades Scarce Yes Cybernetics Hostile Acquisitions
Twitch-mask Gain bonus to disguise checks depending on quality of implant (apply manually on skills sheet) Very Rare Yes Cybernetics Hostile Acquisitions
Astartes Servo-Arm Has strength of 75 with Unnatural Strength (x2). May anchor self as a free action. 30 Yes Cybernetics Primitive Astartes
Servo-Harness See page 177 for details. 50 Famed Yes Cybernetics Astartes
Bionic Hand Duplicates regular hand. Exceptional versions grant +10 to fine manipulation. 10 Distinguished Yes Cybernetics Rites of Battle
Equipment
You can select from a menu of items bought in the shop, or type in custom items
If the armour or weapon menus are empty - you need to buy gear in the shop then come back here
Locations
Armour Armour Type & Quality Type override [47] AP [48]Damage Bonus [49] Weight
Common [50] Head Owned Equipped
Left Arm Gear 0.0kg 0.0kg
Armour Weight Right Arm Armour 0.0kg 0.0kg
Body Weapons 0.0kg 0.0kg
Force Field Left Leg Ammo 0.0kg 0.0kg
Right Leg Total 0.0kg 0.0kg
[51]
Name [52] Class Damage [53] Type Pen Range [54] RoF [55] Clip Reload Special Quality Hand
Weapon Usage [56]

Shopping Show on character sheetsYes [57] Custom Gear Weight [58]

0
Career Path
Advancement
Rank Name Alternative [59] Start Simple Intermediate Trained Expert Heroic Master Total Unnatural [60]
1 Weapon Skill (WS) 20 20
2 Ballistic Skill (BS) 20 20
3 Strength (S) 20 20
4 Toughness (T) 20 20
5 Agility (Ag) 20 20
6 Intelligence (Int) 20 20
7 Perception (Per) 20 20
8 Will Power (WP) 20 20
Ascension Fellowship (Fel) 20 20
9 [61]
10 XP Spent
11 Current Rank 1 Career 0 Adjustments Current Values
12 Characteristics 0 Fate [62]
13 XP Gained 400 Skills 0 Insanity 0
14 XP Start 0 Talents 0 Corruption
15 Background 0 Powers 0 Income
16 XP Spent 0 Other [63] Next Rank Initiative +2
XP to Spend 400 0 500 xp Wealth

FALSE
Elite Advances [64] Talent or Trait XP cost Description
Dark Heresy Psychic Powers XP spent on Ranks 0
Unused powers discount 0
Current Psy Rating 0 XP to Spend 400 XP Saved 0
Total XP Cost 0

Psy Rating Minor powers Discipline powers Discipline Ascension Powers Rank 1 Rank 2 Rank 3
1
2
3
4
5
6
Total from Psy Rating 0 0
Bonus from Talents 0 0 XP spent on Ascension Ranks
Total Available 0 0 0 0 0 0

Disciplines
Minor Powers
Deathwatch Chapter Warning - adverts may damage your health

This sheets allows the creation of a new Space Marine Chapter Join the
according to the rules in Rites of Battle. Brazen Devourers
No fear, no remorse
Enable Custom Chapter No 1d10 10
1d100 68
Chapter History
Name Custom Chapter
Why the Chapter was founded (1d10)
When the Chapter was founded (1d100)
Modifiers (1d100)
Advances (1d100)
Special Equipment (1d100)
Beliefs (1d100)
Current Status (1d10)
- Friends (1d100)
- Enemies (enter manually)
Gene-seed
Progenitor (1d100)
Purity (1d10)
Demeanour (1d10)
Mutation (1d100)
Deficiencies (Select Yes if deficient)
- Hyper-stimulated Omophagea
- Oversensitve Occulobe
- Mutated Catalepsean Node
- Oolitic Secretions
- Disturbing Voice
- Lost Zygote
- Doomed
Flaws
Chapter Flaw (1d10)
Missing Zygotes (1d100)
Missing Zygotes (1d100)
Founding Fathers
Figures of Legend (1d100)
Deeds of Legend (1d100)
Home World
Category (1d100)
Terrain (1d100)
Relationship (1d10)
Organisation
Successor (1d10)
Restricted Speciality (1d100)
Restricted Speciality (1d100)
Combat Doctrine (1d10)
Abilities
- Solo Mode (1d100)
- Squad Mode Attack Pattern (1d100)
- Squad Mode Defensive Stance (1d100)

House Rule Adjustments


You may add basic or advanced skills known by your chapter.
Deathwatch Chapter Warning - adverts may damage your health

This sheets allows the creation of a new Space Marine Chapter Join the
according to the rules in Rites of Battle. Brazen Devourers
No fear, no remorse
Enable Custom Chapter No 1d10 10
1d100 68
Chapter History
Name Custom Chapter
Dark Heresy Wounds () Insanity Fatigue (2) Corruption Critical Damage Display Options (Change Colours uses macros)

Stable (0) ££ £££££ Set the colour here [65]


£££££
Divination: Alignment Show Mastered Skills
Fate Centred Yes

Skills Gear Talents and Traits Weapon Training

Launcher
Primitive

Plasma
Flame

Melta

Bolt
Strength (S) Ballistic Skill (BS)

Las

SP
Basic
2 0 2 0 Pistol
Heavy
1
££££ ££££

Toughness (T) Dodge

2 0 10
2
££££

Agility (Ag) Half Move: 2m


Full Move: 4m

Awareness (Per) 10
2 0 Charge: 6m
Run: 12m
3
££££
Barter (Fel) 10 Leap: 2m
Carouse (T) 10 Jump: 40cm
Charm (Fel) 10 Intelligence (Int)
Climb (S) 10
Command (Fel)
Concealment (Ag)
10
10
2 0 XP To Spend

Contortionist (Ag) 10 ££££ 400 4


Deceive (Fel) 10
Disguise (Fel) 10 Perception (Per) Custom Gear
Dodge (Ag) 10 XP Spent
Evaluate (Int)
Gamble (Int)
10
10
2 0 0
Inquiry (Fel) 10 ££££

Intimidate (S) 10 Carried: 0kg


Logic (Int) 10 Will Power (WP)
Scrutiny (Per) 10 Carry: 18kg
Search (Per)
Silent Move (Ag)
10
10
2 0 Lift: 36kg
Push: 72kg 1
Swim (S) 10 ££££

Strength Bonus
Fellowship (Fel)

2 0 +2 2
££££ Initiative

+2 3

Weapon Skill (WS)


Income 4
2 0

Primitive

Power
Flame
Chain
Shock
££££

Wealth Thrown
Armour (Toughness) Melee

Head 1-10 Right Arm 11-20 Left Arm 21-30 Body 31-70 Right Leg 71-85 Left Leg 86-100

(2) (2) (2) (2) (2) (2)


Character Dark Heresy Player

Career Path Rank XP to Spend 400 XP Spent

Money Fate Points Wounds Insanity Points Corruption Points


Income Wealth Maximum Used Total Damage Critical Fatigue Current Degree Current Degree

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel)

20 20 2 0 2 0 2 0 2 0 2 0 2 0 2 0
FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv.

WEAPONS Armour Talents and Traits


(Toughness)

Name Head
1-10
Class Damage Type Pen
Range ROF Clip Reload (2)
Special
Right Arm Initiative Left Arm
11-20 21-30
Name +2
Class Damage Type Pen (2) (2)
Range ROF Clip Reload
Body
Special Handedness 31-70 Weight Carried

Name (2)
Class Damage Type Pen
Right Leg Left Leg
Range ROF Clip Reload 71-85 86-100
Special
(2) (2)
Name
Launcher
Primitive

Primitive
Plasma

Power
Flame

Flame
Melta

Shock
Chain

Class Damage Type Pen


Bolt
Las

SP

Range ROF Clip Reload Basic


Pistol Thrown
Special Heavy Melee

Name Movement
Class Damage Type Pen Half Move Full Move Charge Run Base Leap Base Jump
Range ROF Clip Reload
Special
2m 4m 6m 12m 2m 40cm

Name Lifting
Class Damage Type Pen Carry Lift Push
Range ROF Clip Reload
Special
18kg 36kg 72kg

Home World
Skills Skills
Trained +10% +20% Total Trained +10% +20% Total

Awareness (Per) 10
Barter (Fel) 10
Carouse (T) 10
Charm (Fel) 10
Climb (S) 10
Command (Fel) 10
Concealment (Ag) 10
Contortionist (Ag) 10
Deceive (Fel) 10 Description
Disguise (Fel) 10
Dodge (Ag) 10
Evaluate (Int) 10
Gamble (Int) 10
Inquiry (Fel) 10
Intimidate (S) 10
Logic (Int) 10
Scrutiny (Per) 10
Search (Per) 10
Silent Move (Ag) 10
Swim (S) 10
Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel)

20 20 2 0 2 0 2 0 2 0 2 0 2 0 2 0
FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv. FALSEFALSEFALSEFALSE Adv.

Gear Custom Gear


Talent Summary Rules Summary
Traits Description
Attack Actions
Aim H/F
All out Attack Full
Dodge Reaction
Standard Attack Half
Multiple Attacks Full

Melee Actions
Charge Full
Parry Reaction
Guarded Attack Full
Defensive Stance Full
Feint Half
Grapple Full
Knock-down Half
Starting and Equipment based Talents Description Stun Full

Move Actions
Move H/F
Manoeuvre Half
Disengage Full
Run Full
Tactical Advance Full
Stand / Mount Half
Jump / Leap Full

Ranged Actions
Semi-auto Fire Full
Full-auto Fire Full
Called Shot Full
Suppressing Fire Full
Brace Heavy Weapon Half

Other Actions
Reload See weapon
Use a Skill Varies
Use a fate point Free
Bought Talents XP Cost Description Delay Half
Focus Power Varies
Ready Half

Combat Modifiers
Darkness -20 WS/-30 BS
Ganging up (2:1) +10 WS
Ganging up (3+:1) +20 WS
High Ground +10 WS
Fatigued -10 All skills
Target Stunned +20 WS/BS
Pinned -20 BS
Aim (Half) +10 WS/BS
Aim (Full) +20 WS/BS
Semi Auto +10 BS
Full Auto +20 BS
Called Shot -20 WS/BS
Suprise Attack +30 WS/BS
Shoot into Melee -20 BS

Range Modifiers
Point Blank (<2m) +30 BS
Short (<1/2 range) +10 BS
Long (>2x range) -10 BS
Extreme (>3x range) -30 BS

Spend Fate points


Recover from stun
Roll 10 for initiative
Re-roll a failed test
Add 1 degree of success
Gain +10 to a test (before rolling)
Remove 1d5 damage (not critical)

Full Auto Hit Locations


First Hit, Second, Third, Fourth, Fifth, Rest
Head èHeadèArmèBodyèArmèBody
Arm èArmèBodyèHeadèBodyèArm
Body èBodyèArmèHeadèArmèBody
Leg èLegèBodyèArmèHeadèBody

Influence Table Bonus Status


Academics -
Adeptus Arbites -
Adeptus Astartes -
Adeptus Mechanicus -
Adeptus Sororitas -
Adeptus Titanicus -
Administratum -
Astropaths -
Chartist Captains -
Cult (Specific)
-
-
-
-
Death Worlders -
Ecclesiarchy -
Enforcers -
Feral worlders -
Government -
Hivers -
Inquisition -
Imperial Navy -
Imperial Guard -
Mercantile -
Mercenaries -
Middle Classes -
Military -
Mutants -
Navigators -
Nobility -
Ordo Malleus -
Ordo Xenos -
Officio Assassinorum -
PDF -
Pilgrims -
Planet (Specific)
Elite Advances 0 Description -
-
-
-
Recidivist Organisation (Specific)
-
-
-
-
Rogue Trader -
the Insane -
Underworld -
Void born -
Workers -
Gear Summary Total
A list of all the items you have purchased on the shop sheet. 0.0 kg

Owned Carried Item Description Wt. (kg)


Solo Mode
Character Name: Player Name: Chapter:
Ability Rank Effect
Burst of Speed 1 Once per game session, increase movement as if Ag bonus were 2 higher.
Emperor's Grace 7 Once per game session for 1 rounds, when using fate points, regain spent fate point if you
16

roll under your rank on a d10


Extreme Endurance 5 Once per game session for 1 hours you may re-roll failed toughness tests.
15

Feat of Strength 1 Once per day increase unnatural strength multiplier 1 step for 1 rounds.
14

Mental Fortress 5 Once per game session, re-roll a failed WP test to resist psychic powers or attempts to
13

subvert your will.


Renewed Vigour 1 Once persession at the start of a round, ignore the status affects of a previous critical hit for
12

1 rounds.
#N/A #N/A #N/A
11
10

Space Marine Implants - Secondary Heart/Ossmodula/Biscopea/Haemastamen: Unnatural Toughness & Strength Larraman's Organ: No blood loss Catalepsean Node: No perception test penalties for staying awak for long
periods Preomnor: +20 vs ingested poisons Multi-lung: May reroll failed toughness tests for drowning, gases or asphyxiation. +30 vs gases. Occulube and Lyman's Ear: You gain Hightened senses (Sight & Hearing) Sus-an Membrane: You may
9

enter suspended animation. Oolotic Kidney: May reroll failed toughness tests to resist poisons and toxins. Neurglottis: May detect poisons and toxins by taste, gain +10 on tracking targets you have tasted. Mucranoid: Reroll toughness tests
for temperature extremes. Bletcher's Gland: Spit acid (Rng 3m, 1d5 Pen 4 toxic, possible blinding) Progenoids: Gene-seeds - must be returned to chapter if comrade dies. Black Carapce: Enemies gain no bonus to hit you due to your power
armour size increase.
8

Astartes Power armour - +20 Strength, Hulking, Dark sight, immune to photo flash and stun grenades, called shots are half action, +10 bonus to Sight/Hearing tests (add manually), may fire basic weapons one handed, delicate
tasks are at -10 penalty
7
6

#N/A #N/A #N/A #N/A #N/A


May share reactions with battle-brothers. Yes 1 Full Tactical Spacing
5

Squad gains +20 BS vs called target, may re-roll damage and use reactions for extra standard attack Yes 3 Full Strongpoint
Instead of dodging auto fire, spread hits amongst valid targets. No 2 Reaction Soak Fire
4

May move up to 4m as free action without triggering overwatch or suppressive fire. No 2 Full Regroup
May move up to 2m to find cover when hit by a ranged attack, possibly avoiding extra hits No 1 Reaction Go to Ground
3

Double Armour points of cover if stationary Yes 3 Full Dig In


Effect Sustained Cost Action Defensive Stances
2
1

#N/A #N/A #N/A #N/A #N/A


Gain +5 BS with heavy weapon or explosive, or move 2m closer to target for each member of kill team No 1 Free Tank Buster
May use reactions to make a tactical advance, retaining cover bonus during move Yes 1 Half Squadl Advance
Cohesion:

Charge enemy and make a standard attack with option to re-roll damage No 3 Free Furious Charge
Ignore -20 penalty for suppressive fire or overwatch Yes 1 Half Fire Support
Use your reactions this round to make a standard attack Yes 1 Half Fire for Effect
Charge and make a standard attack with bolter weapon No 3 Free Bolter Assault
Effect Sustained Cost Action Attack Patterns
Chapter: Player Name: Character Name:
Squad Mode
Ammunition tracker [66]
Weapon Ammo Type [67] Ammo Reload [68]
[69]
Profile
WS BS S T Ag Int Per WP Fel
20 20 20 20 20 20 20 20 20

Movement: 2/4/6/12
Wounds:
Corruption Points:0
Insanity Points: 0
Fate Points:
Skills:
Talents:
Traits:
Armour:
Weapons:
Gear:
Version Notes
1 Basic 2-Page character sheet
2 Major revamp - added support for all origin paths with auto selection of traits/talents and skills
3 Added Tick boxes for talent selection, support for talent prerequisites, font changes for 2003 compatibility and an instructions sheet
4 First internet release of Dark Heresy additions following in-house testing.
5 Added Ascension and Inquisitors handbook support - redesign of all tables, removed support for all but the Old Gothic sheet
6 Added Daemon Hunter alternative ranks, backgrounds and gear. Added Grey Knight setting and new psychic discipline.
6.01 Fixed Dark Voyage skills (were appearing as traits), added missing Grey Knight gear to the shop and all weapon stats from Daemon Hunter
6.02 Fixed Compact weapon upgrade. Fixed Feared by the Warp prerequisites and added Talented[Pilot(personal)] to Strike Squad rank 8 talents. Added force fields to equipment sheet and character sheets.
Fixed strength bonus calculations for items like power fists when interacting with unnatural strength
6.03 Reduced Rank requirements on heavey weapons for Purgation Squad, fixed Gunmetal city starting traits. Fixed xp costs of Astropath Psychic Talents. Added +10 Ag bonus for Mk6 armour. Added Naduesh Force weapons.
Added Peer option to Product of Upbringing. Added support for Wyrdling Powers. Fixed bug with Psy Rating 4 major powers introduced in 6.0
6.04 Fixed bug in talent sheet to cope with updated Psychic Talent xp cost when formula is copied down by VB code. Made Right Place, Rigth time give +10 skill bonus.
6.05 Fixed bug with talent list when using open office , removed spurious skill from Rogue trader rank 5 list, Implemented changes to reload time based on rapid reload talent. Fixed pre-reqs for Host-Bound background. Ensured knife lists as a Melee weapon.
Fixed issue with some skills failing to display on character sheet. Added missing Psychic power to Scholar Materum. Improved handling of Wrydling Mutation.
6.06 Changed colour of weapon training tick boxes on modern CS. Adding missing entry for rapid reload (8 full). For forcefields, show body protection value.
Removed clipping of armour values on modern sheet. Renamed some duplicate weapon entries. Fixed Thunder hammer damage bonus. Ensure talents with (specific) entry are displayed with chosen value.
Added missing entry to Navigator mutations and updated load code. Fixed bonus granted by Nomadic House. Fixed Mind's Eye Opens for Nascent Psykers.
6.1 Added First Founding chapters, gear, specialisations, psychic powers
6.2 Implemented all origin path routes (optional) from Into the Storm. Added Hostile Acquisitions alternative ranks weapons, armour and gear. Fixed ink colour at the top of the character sheet (was same as background)!
Show The flesh is weak and physical perfection as machine (X) trait. Removed spurious dropdown menu for Child of Dynasty.
6.21 Fixed broken formula for xp costs of heightened senses (introduced in 6.2). Updated description of mechanicus implants, moving free bionics to a new trait given to Explorators. Removed bonus to damage from bionic arms.
Fixed circular references for faith talents. Added in toughness bonuses for various Astartes Cybernetics.
6.3 Added material from Lathe Worlds (Alternate ranks, Diplomacy skill, Gear)
6.31 Fixed spelling mistakes (Artificer, Power Filed), auto corrected when loading .rtc files. Added ability to equip Luminen weapons and shields as well as Baleful Eye. Ensure weapon stats for Storm Shield display correctly.
Fixed Psy rating lookup when using psy rating + 1 talents. Ensure Macros copy formulas, not hard code them as this doesn't work for foreign language versions of Excel. Fixed display of Diplomacy skill. Fixed Machine(6)
6.32 Removed penalty to Ag for Brute mutation in RT setting. Auto apply clumsy (-10 to Ag skills), Added Shock Maul stats. Fixed power armour penalty to concealment and silent move skills tests. Fixed drop downs for Proven to be Pure and Perilous Choice
Fixed some Hive-World shop items.
6.4 Added Backgrounds, Alternate Ranks and Gear from the Book of Judgement
6.41 Added missing skills for Malygrisian Tech Heresy. Fixed starting talents for Tranch War Veteran. Added missing cybernetics from Book of Judgement. Extended size of dropdown menu for Alternative ranks. Fixed typo in shop (Hunting Musk)
Security Skill (Rogue Trader rank 6) was listed was Scrutiny. Fixed bug when reloading ammo, the shop entry was not reducing correctly.
6.42 Added specialisms of Cult Briefing talent to the advancement sheet. Fixed Psychic power lookup area.
6.43 Ensure all Xenos have Non-Imperial and Speak not unto the alien traits. Updated for Errata 1.4
6.44 Added extra space for skill processing
6.45 Updated Ork stats according to Rogue Trader 1.4 Errata (WS 25, BS 15, Str 35), fixed cost of Ork Freebooter Forbiden Lore Xenos, Adjust Ork weapons for weapon quality using different look up table

Known Issues
If you gain access to a skill at a lower cost than you have already paid for the skill, you get it at the new lowest cost
If you gain a talent with the (Specific) or "Chosen" subtext during character creation, there is no way to enter the details for the specific entry
Calculation speed in older version of Excel (pre-2007) is slow
OpenOffice sometimes needs a forced recalculation for the drop down menus to update properly.

To do list
Port macros to OpenOffice/LibreOffice

Developer Notes
The workbook is designed in such a way as to make adding new worlds or careers as easy as possible.
All input cells and drop down menus are configured in the "Menus" sheet.
To add a new Career, insert the entry in the Careers section on the Menu sheet, then add the Rank names and XP costs to the "Careers" and "Career Ranks" sheets. Ensure that the named ranges are extended and formulas are copied down.
Finally, add the talents and skills into the "Advances" Sheet, again ensuring to copy down the formulas in the grouped and hidden columns

Thanks
My thanks go out to everyone who helped with testing this spreadsheet or has given me feedback, in particular to John (general testing), Zero (Mac support), Daltris (Logic errors), Nik (Version 5 functional testing) and Trent (Deathwatch Errata)
In release 5.8 I incorporated a full weapons and armour list from the excellent resource by unknownrelic. See the Forum for a link to the original download.
If you have enjoyed this spreadsheet and want to make a donatation visit my web page www.blackmoor.org.uk/40K.html
[1] Author:
Changes to characteristics from in game effects should be added here.

[2] Author:
Display the Character sheet with the chosen colours or as black and white.

[3] Author:
This options allows access to Ascension ranks and changes the XP table for DH ranks.

[4] Author:
Grey Knights use their own setting. This option allows access to the Dark Heresy Background packages
and Alternative ranks in the Demon Hunter rulebook.

[5] Author:
In the Deathwatch errata (1.1) an alternative set of weapon statistics were introduced. Set this option to No
if you want to use the original weapon stats from the core rulebooks.

[6] Author:
Override the Rank 2 starting XP here.

[7] Author:
Allow access to backgrounds for which you don't qualify.

[8] Author:
It is unclear if xp spent on backgrounds from the Inquisitors handbook should count towards xp spent
towards your rank increases.

Both Into the Storm and Radicals Handbook makes it clear that Background packages are not counted
towards spent xp.

Set this option to Yes to allow IH backgrounds to count towards rank.

[9] Author:
Allow access to
1.The Palatine Class from Heresy Begets Retribution http://www.fantasyflightgames.com/edge_news.asp?
eidn=1888
2. Eldar Homeworld from the Forum http://www.fantasyflightgames.com/edge_foros_discusion.asp?
efid=160&efcid=3&efidt=319484
3. Alternative Careers from Radicals Handbook - Salvation demands sacrifice

[10] Author:
If wearing power armour then your strength and agility bonus may be affected.

[11] Author:
In the Rogue trader core rulebook, unnatural willpower adds 2 to your Psy Rating. Set this option to yes to
apply this bonus to other settings (Deathwatch/Dark Heresy)

[12] Author:
If set to Yes then the player may choose any combination of origin path options rather than being forced to
pick adjacent options.

[13] Author:
Lose 2d10 Agility.

[14] Author:
Random reduction to Int
[14] Author:
Random reduction to Int

[15] Author:
Random reduction to Willpower

[16] Author:
Random reduction to Fellowship

[17] Author:
Gain 1d10 Insanity

[18] Author:
Lose 1d10 Toughness

[19] Author:
Lose 1d10 Intelligence

[20] Author:
Psy Rating

[21] Author:
Psychic Technique

[22] Author:
Psychic Technique

[23] Author:
Lose 1d10 Intelligence

[24] Author:
Lose 1d10 Intelligence

[25] Author:
Lose 1d10 Fellowship

[26] Author:
Gain a random talent or trait.

[27] Author:
Lose 1d10 Agility

[28] Author:
Roll 1d5 times on the mutation table ingoring duplicates.

[29] Author:
Lose 1d10 Fellowship

[30] Author:
Lose 1d10 Intelligence

[31] Author:
Lose 1d10 Strength

[32] Author:
Lose 1d10 Toughness

[33] Author:
Lose 1d10 Perception
[33] Author:
Lose 1d10 Perception

[34] Author:
If you don't have the Contortionist skill you gain it, otherwise you become talented in the skill. Pick at the
time you gain this mutation.

[35] Author:
Lose 1d5 Toughness

[36] Author:
Lose 1d5 Fellowship

[37] Author:
Lose 1d10 Agility.

[38] Author:
Lose 1d10 Intelligence

[39] Author:
Lose 1d10 Fellowship

[40] Daryl:
Lose 1d10 Intelligence

[41] Author:
Lose 1d10 Intelligence

[42] Author:
Gain a random talent or trait.

[43] Author:
Roll 1d5 times on the monor mutation table ingoring duplicates. Add the new entries by putting Yes in the
Gained column

[44] Author:
Once a skills is mastered at Ascension level you can still specialise to give a +10 bonus.

[45] Author:
If a skill is taken as an elite advance for a diffent XP cost to the one shown, put the difference in XP cost in
here. i.e. If the cost shown is 200 and you get it for 300, put 100 in here.

[46] Author:
If you have a +5 bonus put 5 in this column. If it has an XP cost then put that value in the previous column.

[47] Author:
If a location has a different armour type, put the correct type in here.

[48] Author:
Value can be overriden if the value shown is not correct

[49] Author:
Damage bonuses from good quality bionics arms and synthetic muscle grafts are added for each arm
automatically.
If the value is wrong you can override it here.
[50] Author:
Enter the quality of your armour here and pick the one worn from your armour bought in the shop in the cell
below.

[51] Author:
Upgrades adjust the weapon weight automatically, all other effects, i.e. clip size or range, need to be
adjusted manually by overtyping the values to the left.

[52] Author:
Select from the list or enter manually.
If the list is empty you haven't acquired any weapons from the shop sheet yet.

[53] Author:
Most Melee weapons add your Strength bonus to the damage dealt. If you put the phrase +Str into the
damage line it will be replaced with your Strength bonus on the final character sheet.
i.e. 1d10+5+Str for power swords and 2d10+2Str for power fists.
Extra damage for Crushing Blow and Mighty Blow and weapon quality are added automatically.

[54] Author:
Note: The range, weight and clip size of the weapon can be affected by assigning upgrades. The updated
values are shown on the character sheet.

[55] Author:
If the RoF starts with a dash (-) then you need to put a single quote at the start, i.e. '-/2/4 otherwise excel
thinks it is a negative number
Note:- For the format check to work you need to leave the cell with "enter" or "tab", not a mouse click.

[56] Author:
The modern CS only has room for the first 6 entries. The main character sheet will display the first 4 melee
weapons and the first 4 ranged weapons.

[57] Author:
If you have too much gear to fit, print the Gear Summary sheet instead.

[58] Author:
The weight (in kg) of your custom items. Shop items are calculated automatically.

[59] Author:
Chosing an Alternative path for a rank replaces the abilites of the Rank in the column to its left. This should
be done as soon as you level up and before you spend xp at the new level.

Note: you still need to select the primary rank before selecting the alternative.

For Deathwatch this advanced speciality is in addition to the chosen rank, not a replacement.

[60] Author:
If you have an unnatural characteristic, the multiplier will be worked out below. If this is wrong, it can be
entered manually from the drop down menu.

[61] Author:
The cost of transition to either Interrogator or Inquisitor is 2000xp per transition and only available with GM
permission.

[62] Author:
Changes to fate, i.e. Awards from GM or burnt
[63] Author:
For xp spent in other ways, i.e. choice of starting mutation or buy off for insanity/corruption

[64] Author:
If your character takes elite advances that cannot be entered on the talents sheet then enter them here
either from the pull down talent list or manually.
Note. If the talent has an option then put this in square brackets [] at the end.
i.e. Navigator power [Lidless stare] or Talented [Survival]

For Ascended characters with the Psyker's gift you need to ensure increases to your Psy Level use the
following format when your new Psy Rating is 3,4,5 or 6. At these levels you must choose a new discipline
or half your willpower bonus (rounded up) bonus powers. The format is either:-
Psy Rating 3 [Biomancy] or Psy Rating 4 [3]

Ascended powers use the standard format, i.e.


Ascended Psychic Power [Stormworth]

[65] Author:
You can change the font colour and name as well as the fill colour of this cell, then press the "Change
Colours" button to update the sheet.
The best looking font is Rockwell Condensed, however if this is unavailable try Arial Narrow.

[66] Author:
Use this sheet to track ammunition usage. The buttons for single shot, semi auto and full auto will subtract
the approriate ammo from the the total. The reload button inserts a full clip and removes the quantity owned
on the shop sheet.

[67] Author:
Ammo must be acquired in the shop first.

[68] Author:
This will remove 1 from the quantity bought in the shop.

[69] Author:
This sheet can be used to cut and paste a basic text export format into other applications such as
Wolph42's framework for online gaming.

Potrebbero piacerti anche