40k rpg character sheet 6.04

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40K character generator and character sheet

This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbo

Tips: Always use the blank sheet to start a new character, not a previously used one as I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbo

Instructions First fill in your basic character details on the Character Generation sheet. You can chan Note: The implementation of Grey Knights falls somewhere between the Dark Heresy a The light blue cells indicate areas to enter data. Some of these will become available or Sample Data Entry Cell If your character has mutations then add them to the Mutations sheet. This is also used

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 backgr Some skills will already be ticked and have zero XP cost if they were acquired as part o On the Talents sheet you can see the talents for which you qualify. Tick the appropriate If the talent has an associated option the drop down menu to the right of the option wil Finally switch to the Shop sheet and mark the items you own and carry then move to th

The Advancement sheet is for adding in XP gained and levelling up. Select the next ran You can also increase your characteristics on this sheet, enter elite advances not availa Note: When reaching a new rank you may find some previously chosen skills become a To get around this problem, put the difference in the XP cost into the "other" cell in the

If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers If you are playing Deathwatch and want to design your own Chapter using the rules fro

All this data is consolidated on a choice of 3 printable character sheets. The Imperial or The Talent Summary sheet can also be printed. It contains a summary of the talents de Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available Characters can be saved and loaded from the Character Generation sheet. The save p The save files will allow you to continue to develop your characters in future releases o

You can also adjust the behaviour of the workbook by adjusting the options on the If you find errors in the spreadsheet or have enhancement requests, feel free to contac The 40K setting and RPG design are Black Industries, Fantasy Flight Games and Gam The programming and design of the sheet remain Daryl Tose 2010/2011 (drt@blackm Visit the webpage below for links to the forum and to download the latest release. http://www.blackmoor.org.uk/40K.html

er sheet

ark Heresy or Deathwatch character and to advance an existing one when you gain experience. Inquisitors Handbook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daem

viously used one as some formulas are overridden when tick boxes are used. ng testing to ensure the workbook is correctly reset. opening the workbook to ensure all dropdown menus are calculated correctly. Save the .xls file as an .ods a

sheet. You can change the Orange Title from Rogue Trader to Dark Heresy or Deathwatch n the Dark Heresy and Deathwatch rules. As such they have their own setting. become available or unavailable depending on other options chosen.

et. This is also used to add in malignancies (caused by corruption) and disorders (from insanity) as your cha

with a blue background). If the text is greyed out then you have not met the prerequisites. e acquired as part of your origin path or career. XP values can be adjusted if taken as an elite advance with a Tick the appropriate box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if take ght of the option will highlight in blue and you should select the appropriate option from that menu. arry then move to the Equipment sheet to equip your armour and weapons.

Select the next rank when you have spent enough XP to cross a level boundary. advances not available elsewhere and adjust values such as insanity, corruption and fate that change during sen skills become available at a lower cost (particularly in Deathwatch) and the sheet automatically assumes e "other" cell in the XP spent summary. i.e. If the XP went down by 200, add 200 into the "other" cell.

he Powers sheet is used to select your psychic powers dependant on your Psy rating and talents or to buy As r using the rules from Rites of Battle, this should be done on the "Chapter" sheet before creating your charac

ets. The Imperial or Modern style Character Sheets show all the information in differring formats and the Tex ary of the talents descriptions, influence talents and the combat rules, useful for new players. The uad modes available to your character. It can be printed and turned to face the appropriate direction when in n sheet. The save process creates a small .rtc file that can be loaded at a later time. To do this you must en in future releases of this spreadsheet without the need to re-enter all the details.

options on the Character Generation sheet, i.e. whether an expansion book is allowed. Note these options ar , feel free to contact me via email or the forum. ght Games and Games Workshop and are used with thanks by a fan. 0/2011 ([email protected]) latest release.

ou gain experience. Martyrs and Ascension, Daemon Hunter), Rogue Trader (Core Rulebook, Into the Storm) and Deatchwatch (

Save the .xls file as an .ods and reload before starting data entry. Macros will NOT work.

eathwatch depending on your adventure setting.

s (from insanity) as your character advances.

rerequisites. en as an elite advance with a different XP cost. can adjust the xp cost if taken as an elite advance. ion from that menu.

n and fate that change during game play. sheet automatically assumes you have taken the lower cost option. This may mean your XP spent goes dow 0 into the "other" cell.

ating and talents or to buy Ascended powers. et before creating your character.

differring formats and the Text CS can be used to export (cut and paste) to other applications using the stand r new players. The Gear summary can also be printed if you have too much to fit on the character sheet. appropriate direction when in combat. time. To do this you must enable macros, however in OpenOffice or new versions of Office for Mac macros w

allowed. Note these options are not saved with the character.

he Storm) and Deatchwatch (Core Rulebook, Rites of Battle)

mean your XP spent goes down!

er applications using the stand book notation. it on the character sheet.

ns of Office for Mac macros will not work.

Character CreationCharacteristics Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel) Rolled (2d10)

Version 6.04 Background 25 25 25 25 25 25 25 25 25 Bonus

Rogue TraderStarting Value 25 25 25 25 25 25 25 25 25 Rolled Values Options Character Sheet Colouring Allow Inquisitors Handbook Allow Ascension Allow Into the Storm Allow Radicals Handbook Allow Blood of Martyrs Allow Rites of Battle Allow Daemon Hunter Use Errata weapon stats XP to Spend 500 House Rules Rank 2 (Rogue Trader) XP starts at Allow invalid backgrounds IH Background xp affects rank Allow Web enhancements Adjust for Power Armour +2 Psy Rating from Unnatural WP Colour Yes Yes Yes Yes Yes Yes Yes Yes

Random dice rolls 1d5 4 1d10 4 2d10 12 1d100 68

Current Value

Character Name Player Career Ship Role

Wounds (1d5) Fate (1d10) Insanity Corruption Handedness

7000 No No Yes Yes No

Origin path Options

Home World

Birthright

Lure of the void

Trials and Travails

Motivation

Lineage

Character Description

MutationsDice Rolls Rogue Trader Mutations 1-5 : Grotesque 6-10 : Tough Hide 11-15 : Misshapen 16-20 : Feels no pain 21-25 : Brute 26-30 : Nightsider 31-35 : Mental Regressive 36-40 : Malformed hands 41-45 : Tox blood 46-50 : Hulking 51-55 : Wyrdling 56-59 : Vile deformity 60-63 : Aberration 64-67 : Degenerate mind 68-70 : Ravaged body 71-74 : Clawed/Fanged 75-78 : Necrophage 79-81 : Corrupted Flesh 82-85 : Venomous 86-89 : Hideous strength 90-91 : Multiple appendages 92-93 : Worm 94 : Nightmarish 95 : Malleable 96 : Winged 97 : Corpulent 98 : Shadow Kin 99 : Corrosive bile 100 : Hellspawn Navigator Mutations 1-15: Strangely Jointed 16-30: Elongated Form 31-45: Pale and Hairless 46-55: Dark Eyes 56-60: Withered Form 61-70: Bloated Form 71-75: Membranous Growth 76-80: Inhuman Visage 81-85: Needle Teeth 86-90: Disturbing Grace 91-95: Strange Vitality 96-100: Unnatural Presence 1d10 3 2d10 2 Adjustments 1d5 1d100

The descriptions and effects of some of the mutations differ in the Rogue Trader and Dark Heresy settings. Ensure you s

Gained

Dark Heresy Minor Mutations 1-20 : Grotesque 21-30 : Tough Hide 31-40 : Misshapen 41-50 : Feels No Pain 51-60 : Brute 61-70 : Nightsider 71-80 : Big Eyes 81-85 : Malformed hands 86-89 : Tox Blood 90-99 : Wyrdling 100 : Major Mutation 1-25 : Vile Deformity 26-35 : Aberration 36-40 : Degenerate Mind 41-50 : Ravaged Body 51-60 : Clawed/Fanged 61-65 : Necrophage 66-70 : Corrupted Flesh 71-75 : Vile Alacrity 76-80 : Hideous Strength 81-85 : Multiple Appendages 86-90 : Worm 91-92 : Nightmarish 93-94 : Malleable 95-96 : Winged 97-98 : Corpulent 99 : Corrosive Bile 100 : Hellspawn

Corruption and Malignancies5 99 Corruption levels 10 20 30 40 50 60 70 80 90 100 Retired Tested Characteristics

Dark Heresy settings. Ensure you select the version from your game setting.

Gained

Malignancies Palsy Dark Hearted Ill-fortuned Skin Affliction Night Eyes Morbid Witch-Mark Fell Obsession Hatred Irrational Nausea Wasted Frame Night Terrors Poor Health Distrustful Malign Sight Ashen Taste Bloodlust Blackouts Strange Addiction

Insanity and Disorders

Characteristics

Insanity 10 20 30 40 50 60 70 80 90 100

A Machine of Flesh

nsanity and Disorders

Mental Trauma

Disorders

Retired

A Machine of Flesh Brute Clawed/Fanged Feels no Pain Nightsider Tough Hide Venomous Regeneration Sonar Sense Sturdy

Skill sheet

XP Spent on Skills 0Stat Ag Per Fel Fel T Fel Int Int Basic Trained +10

Name Acrobatics Awareness Barter Blather Carouse Charm Chem-Use Ciphers - Rogue Trader - Mercenary Cant - Nobilite Encoding - Throne Agent - Inquisition - Astropath - Underworld Climb Command Commerce Common Lore - 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 Contortionist Deceive Demolition Disguise

S Fel Fel Int

Ag Ag Fel Int Fel

Dodge Drive - Ground Vehicle - Skimmer/Hover - Walker Evaluate Forbidden Lore - Adeptus Astartes - Adeptus Mechanicus - Archeotech - Daemonology - Heresy - the Inquisition - Mutants - Navigators - Pirates - Psykers - the Warp - Xenos - Ordos - Officio Assassinorum Gamble Inquiry Interrogation Intimidate Invocation Lip Reading Literacy Logic Medicae Navigation - Surface - Stellar - Warp Performer - Dancer - Musician - Singer - Storyteller Pilot - Personal - Flyers - Space Craft Psyniscience Scholastic Lore - Archaic - Astromancy - Beasts

Ag Ag

Int Int

Int Fel WP S WP Per Int Int Int Int

Fel

Ag

Per Int

- Bureaucracy - Chymistry - Codex Astartes - Cryptology - Drusian Chronicles - Heraldry - Imperial Warrants - Imperial Creed - Judgement - Legend - Navis Nobilite - Numerology - Occult - Philosophy - Tactica Imperialis Scrutiny Search Secret Tongue - Administratum - Ecclesiarchy - Military - Navigator - Throne Agent - Rogue Trader - Tech - Underdeck Security Shadowing Silent Move Sleight of Hand Speak Language - Eldar - Explorator Binary - High Gothic - Low Gothic - Ork - Kroot - Stryxis - Tau - Hive Dialect - Ship Dialect - Techna-Lingua - Trader's Cant Survival Swim Tactics - Air Combat - Armoured Tactics

Per Per Int

Ag Ag Ag Ag Int

Int S Int

- Assault Doctrine - Defensive Doctrine - Orbital Drop Procedures - Recon and Stealth - Void Combat Tech-Use Tracking Trade - Agri - Apothecary - Archeologist - Armourer - Artist - Astrographer - Chymist - Cryptographer - Explorator - Linguist - Remembrancer - Scrimshawer - Shipwright - Soothsayer - Technomat - Trader - Voidfarer - Smith - Tanner - Valet - Wright Wrangling Skill Mastery (Ascension only) Athletic Mastery Commerce Mastery Common Lore Mastery Cryptological Mastery Decadent Mastery Charismatic Mastery Driving Mastery Fieldcraft Mastery Forbidden Lore Mastery Investigation Mastery Linguistic Mastery Observation Mastery Piloting Mastery Scholastic Lore Mastery Shadow Craft Mastery Stealth Mastery Tech Lore Mastery

Int Int S Int Int Ag Ag Ag Int Int Int Int Ag or Int Int Int Fel Int Fel Ag S S Fel Int Int Acquired

Warp Lore Mastery

XP to Spend 500+20 Specialism Misc Bonus XP Value

Acrobatics, Climb, Contortionist, Dodge, Swim Barter, Evaluate Common Lore (all skill groups) Ciphers (all skill groups), Secret Tongue (all skill groups) Carouse, Gamble, Performer (all skill groups) Blather, Charm, Command Driving (all skill groups) Navigation (surface), Survival, Tracking, Wrangling Forbidden Lore (all skill groups) Inquiry, Interrogation, Intimidate Lip Reading, Literacy, Speak Language (High/Low Gothic, Ship Dialect, Tribal Dialect) Awareness, Scrutiny, Search Pilot (all skill groups), Navigation (Stellar) Logic, Scholastic Lore (all skill groups) Deceive, Disguise, Security, Sleight of Hand Concealment, Silent Move, Shadowing Chem-Use, Demolition, Medicae, Tech-Use

Invocation, Psyniscience

Character Career Rank

Anonymous None chosen, see Character Generation Sheet 1Talent

XP to Spend

Err:502 XP cost

P to Spend

500

Err:502 Bought FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE FALSE

KeyTalent available Prerequisites not met Talent possessed Prerequisite

Description

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

Select the items you own (put the quantity in the owned column and adjust the number carried if you don't c

Owned Carried Item Backpack Cameleoline Cloak Charm Chrono Clip/Drop Harness Clothing Explosive collar Filtration Plugs Infra-Red Goggles Photo-Visors/Contacts Re-Breather Recoil Glove Respirator/Gas-Mask Void Suit Braid Cloak Soul Mask Hunting Must Gloom Eye Ocular Catechizer Opus Machina Aerial Pinions 4 line Aerial Pinions 6 line Redole Re-breather Thermal Gloves Jump Pack Magboots Selenite Void Suit Selenite Void Suit with Impellor Backpack or Field Sack Dog Tags Uniform Spider Pads Gil Filter Holo Visor Consecrated Scrolls Grimoire of True Names Litany Micro-Beads Neural Scourge Psyocculum Soubrious Power Pack Ulumeathi Plasma Siphon Unguents or Warding Night Cloak

Preysense Goggles Shifting Fabric Survival Suit Blast Goggles Rockhound Voidware Suit Slip Suit Targeting Monocle Chalice of Vision Adamantine Mantle Devotion Chain Tabard Ornamental DW/Squad Heraldry Chapter Heraldry Blood Drop Pendant Golden Icons Icon of Inspiration Wings of Wrath Purity Focus Robe Scholar's Robe Robe of Secrets Seeker's Robe Wolf Pelt Runic Totem Bloodied Hunter Sea Wolf Sun Wolf Tempest Amulet Amulet of Might Victory Scripture Guardian Amulet Cingulum Adamantine Inlays Honor Belis Marks of Leadership Heraldry Scroll Harness Jump Pack Magboots Psychic Hood Back Banner Charm Chrono Dilation Field Amasec De-Tox Frenzon

Injector Lho-sticks Medikit Obscura Ration Packs Recaf Rotgut Booze Sacred Machine Oil Slaught Spook Stimm Feral Healer's Kit Feudal Healer's Kit Sleep Dust Sour Mud Styckle Oil Belly-Churn Spirit Tonic Styger Milk Gorsk White Gyn Quaddis Wine Sorrowful Vintage Quaddis Wine Golden Tokay Kataline Malmsey Night Dust Panimmune Slam Somna Verita The Tears of the Dragon Dryas (per dose) Polygum Ration Grubs Coral Paste Ploin Juice Civilian Relief Rations Combat Ration Pack Daily Prayers Emergency Rations Long Duration Ration Pack Cast Spray Counterseptic Drugs Ghostfire Extract Halo Kick Rainbow Synth-Skin Toxin Wands Dreamjuice

Imperium's Fervour Medkit(Advanced) high provender sacred unguents Thosophit's Philtre Tranq Attention Spanner Blush Cold Fire Ploin Juice Raenka Spur Wideawake White Void De-Tox Deadlock (Toxin) Delay Agent (Toxin) Genophage (Toxin) Injector Narthecium Pain Suppressant Repair Cement Resuscitex Sacred Unguents Auspex/Scanner Auto Quill Combi-tool Data-slate Demo Charge Excruciator Kit Glow-globe/Lamp pack Grapnel Lascutter Magnoculars Manacles Micro-bead Multikey Navis Prima Pict Recorder Psy-Focus Screamers Stummers Vox-caster Writing Kit Caltrop Capsican Trap Glo-slug of Dusk Kill Stick

Powder Bomb Skeleton Key Skem Net Smoke Flare Spark Rocks Spine Pick Stink Bomb Axe-Rake Cognomen Forgery Kit Heretic's Wake Deck Holo Wafer Mantle Shrine Penthrift Dreadfuls Basic Superior Vox-Phonograph Cylinder Short-Range Long-Range Ward Accessor Cogitator Emplaced Cogitator Personal Grey Device Holo-Projector Isotropic Fuel Rods Greater Icon of Passage Calixis Survival Kit Beetle Tent 3 person Beetle Tent 6 person Beetle Tent Extra Armour Camp Warders Poi-Savant Shade-Servitor Sky Eye Emergency Kit Melta Gel The 9-70 Entrenching Tool Bedroll Compass/Orienting Device Hostile Weather Gear Infantryman's Uplifting Primer Infantry Lamp Pack Mess Kit Personal Grooming Kit Sandbags Tent Tool Kit

Weapon/ Gear Storage Weapon Maintenance Kit Whistle Null Box Psy-Jammer Amulet Psy-Tracker Privacy Field Line Ascender Vox Tracker Intrusion Spirit Tracking Device Vox Bug Pict Fly Pict-Caster Almanac Astrae Divinitus Arms Coffer Calculance Array Data-loom (Hadd-Pattern) Diagnostor Grav Chute Lord-Captain's Baton Mefonte's Orthodoxy Multicompass Renumeration Engine Venom Ring Murder Cogitator Prognosticaon Speculum Umbrae Q'Orl Mind Grub Badge of Office Backpack Ammo/Power Pack Cerebral Plug Grav-Chute Sentinel Array Aquila Magnificus Bloodlock Bolt Bomb Spray Concealed Holster Det-Cord, Det-Tape Disguise Kit Emergency Hab Firewater Flak Spray Flex Tent Flip-Belt Glidewing Gravity Generator Hab Base

Lingua-Vox Servitor Long-Range Auspex Nephitic Acid Perimeter System Physik kit Plagueword Venom Power Board Promethium Psycrystal Skinplant Stasis Pod Travel Survival Kit Screaming Tourniquet Strait-Cape Blacklight Projector Blurshield Caged Songbird Carnelian Sievestone Chronal Energizer Holo-Suit Stryxian Compact Void Abacus Warp Jump Pack Chaplet Eccleisasticus Cilice Dialogous Staff Eikon Hospitaller Medicae Tools Liber Heresius Litanies of Faith Pilgrim's Travel Staff Psyocculum Reliquary Questing Pilgrim Badge Seraphim Jump Pack Ring of Suffrage Rule of Sororitas Simulacrum Imperialis Witch Cage Cluster Mine Signum Signum Link Auspex Cartograph Codex Astartes Combi-Tool Data Slate Demolition Charges

Elucidator Lamp/Glow-Globe Locus Seeker Magnoculars Melta Bomb Multikey Pict Recorder Psy-Focus Reductor Restraints Screamers Stummers Teleport Homer Vox-Caster Combat Webbing Grapnel Grav-Chute Auto-Sense Goggles Camo-Cloak Cameleoline Tarpaulin Clavis Diagnosticator Infiltriol Enamel Grav-Flares Luminator Signal Flare Capsules Siege Auspex Stalker Flares Vivisection Cage Chain of Zeal Wings of Saronath Blacksnow Charm Augery Malifica The Plecian Tome Gang Leathers Heavy Leathers Quilted Vest Beast Furs Grox Hides Chain Coat Feudal Plate Xeno Hides Banded Armour Bone Bracers Heavy Plate Scale Armour Scrag Furs Silkmail

Mirker's Greaves Iron Collar Burnscour Beast Hide Flak Helmet Flak Gauntlets Light Flak Coat Flak Vest Flak Jacket Flak Cloak Guard Flak Armour Flak Greatcoat Mask Bodyglove Blur Suit Flak Coat Flak Armour Mesh Cowl Mesh Gloves Xeno Mesh Mesh Vest Mesh Combat Cloak Hardened Body Glove Volcanis Shroud Carapace Helm Carapace Vambraces Carapace Greaves Enforcer Light Carapace Carapace Chest Plate Storm Trooper Carapace Magistratum Carapace Boarding Armour Windrider Carapace Cameleoline Combat Armour Shock Carapace Cadian Kasrkin Carapace Judge's Carapace Hospitaller Carapace Sanctified Carapace Scout Armour Carapace Armour Deathwatch Scout Armour Light Power Armour Power Armour Dragon Scale Lidhl Power Armour Ignatus Power Armour Heavy Power Armour Sororitas Powered Armour Malleus Power Armour

Malleus Terminator Armour Grey Knight Power Armour Grey Knight Terminator Armour Nemesis Dreadknight Astartes Power Armour Artificer Armour Terminator Armour Armour of the Remorseless Crusader Diagnostor Helmet Mk I "Thunder" Armour Mk II "Crusade" Armour Mk III "Iron" Armour Mk IV "Maximus" Armour Mk V "Heresy" Armour Mk VI "Corvus" Armour Mk VIII "Errant" Armour Amulet of Warding Refractor Field Refractor Charge Cell Rosarius Refraction Bracer Refraction Field (Brontian Pattern) Jokaerian Field Refractor Field (Lathe) Rosarius (Maccabien) Icon of the Just (Daemonsbane) Null Blocker (Lathe) Archeotech Mirror Shield Conversion Field (Locke) Displacer Field (Mars) Eldar Forceshield Power Field (Personal) (Ryza) Power Field (Vehicle/Emplacement) Refractor Field (Mars) Salvation Shield Combat Shield Storm Shield Iron Halo Levin Shield Rosarius Synskin Environmental body Glove Slither Boots Wind Armour Armoured Bodyglove Holo-Armour Mecronid Armour Eldar Raider Armour

Flexsteel Thermal Ard Hat Boss Pole Eavy Armour Iron Gob Squighide Fetish Pouch Kroot Leathers Totem Blessed Sackcloth Tunic Sanctified Chain Coat Shield Robes Cloaks of St. Aspira Mantle of Ophelia Vindicare Spy Mask Vindicare Stealth Suit Laspistol Las Carbine Lasgun Long Las MP Lascannon Civitas Death Light Drusus Prime Dueling Las Minerva -Aegis Palantine Series-S Venom Steel Burner D'laku Hellgun Fury Hellgun Hellpistol Laslock Mark III Mark IV Multi-Laser Roth Pattern Stormfront Twin Lasgun Digital Laser Synapse Disruptor Archeotech Laspistol Belasco Dueling Pistol Hellpistol (Lucius) Hellgun (Lucius) Las Gauntlets

Lascarbine (Locke) Hellgun (Cadian) Hellpistol (Cadian) Assault Lasgun Mark IV Dervish Mezoa Lascutter Lascannon Autopistol Stub Revolver Stub Auto Hand Cannon Autogun Hunting Rifle Shotgun Pump-Action Shotgun Combat Shotgun Heavy Stubber Armageddon Armsman-10 Blackhammer Carnodon VI Crank Cannon Creed-9 Encarmine Fate Bringer Flametongue Hack Shotgun Hecuter Mariette Mercy Killer Meat Hammer Nomad Phobos Stubber Puritan-14 Ripper Clip Salvation Scalptaker Slayer Spectre Steadholder Stormchild Talon Mark III 54 Tranter Panoptic Vanahein Ironclaw Naval Shotcannon Irontalon

Shotgun Pistol Alcher Mark IV Assault Cannon Autocannon Doreas Pattern Orthlak Mark IV Catechist Baraspian Palm Gun Hell Rifle Sting-Blunt Heavy Stubber(Orthlack) Heavy Stubber(Ursid) Naval Pistol(Mars) Assault Stubber Civilian Firearm Disposable Handgun Ripper Pistol Sniper Rifle Void Speargun Astartes Assault Cannon Astartes Shotgun Assault Shotgun Bolt Pistol Boltgun Heavy Bolter Angelus Mauler Spitfire Garm Pattern Scourge Boltgun Sacristan Bolter Boltgun(Locke) Bolt Pistol(Ceres) Storm Bolter(Mars) Heavy Bolter(Solar) Malleus Psycannon Storm Bolter (Ryza) Bolter Cane Solo Boltgun Godwyn-De'az Bolter Godwyn-De'az Storm Bolter Astartes Storm Bolter Astartes Bolt Pistol Bolter (Godwyn) Boltgun (Stalker) Combi-Weapon Astartes Heavy Bolter Storm Bolter

Skapulan Bolter Bolter (Hesh) Furious Vengeance Guardian Bolt Pistol Octavio's Burden Redemption of St. Sulech Urion's Doom Inferno Pistol Meltagun Melta-Cutter Multi-Melta Ultimo Thermal Lance Inferno Pistol(Mars) Meltagun(Mars) Meltagun(Mezoa) Thermal Lance(Mars) Multi-Melta(Mars) Hellax Infernus Beamer Meltagun Seraphim Inferno Pistol Infernus Pistol Meltagun (Vulkan) Multi-Melta (Maxima) Conflagration Infernus Pistol Conflagration Meltagun Firestorm Multi-Melta Plasma Pistol Plasma Gun Kronos Plasma Blaster Plasma Cannon Mark III Sunfury Plasma Pistol(Ryza) Plasma Gun(Mezoa) Plasma Cannon(Ryza) Plasma Pistol (Ryza) Plasma Gun (Ryza) Clovis Plasma Gun Wrath Plasma Pistol Astartes Plasma Cannon Plasma Gun (Ragefire) Astartes Plasma Pistol Deathroar Barrage Plasma Gun Barrage Plasma Pistol Plasma Gun 438 Hand Flamer

Flamer Destroyer Gas Torch Tox Spray Burst Stingray Heavy Flamer Voss Pattern Hand Flamer(Mezoa) Flamer(Mezoa) Heavy Flamer(Locke) Assault Flamer Seraphim Hand Flamer Astartes Incinerator Heavy Incinerator Astartes Flamer Astartes Hand Flamer Astartes Heavy Flamer Balefire Gun Immolation Rifle Triflame Vambrace Bolas Hand Bow Flintlock Pistol Musket Bow Sling Crossbow Iocanthos Blunderbuss Composite Bow Deuce Pistol Fedrid Rasor Disk Flick Bow Heavy Crossbow Longbow Siskan Musket Vibe Spear Volonx Bone Bolas Volonx Thunderclap Drive Nailer Impaler Scrap Cannon Haywire Rifle Blunderbuss Hunting Quoit Javelin Grenade Launcher RPG Launcher

Gorge GL Disposable Launcher Grenade Launcher(Mezoa) Grenade Launcher(Voss) Missile Launcher(Locke) Missile Launcher(Retobi) Auto Launcher Bola Launcher Disposable Launcher (I) Hunter-Killer Missile Mole Mortar Mortar (Voss) Mortar (Locke) Cyclone Launcher Missile Launcher (Soundstrike) Aux Grenade Launcher Armoursbane Missile Launcher Frag Krak Blind Photon Flash Hallucinogen Fire Bomb Choke Gas Nail Bomb Bilge Grenade Frag Missile Inferno/Thermal Krak Missile Mark III FG Stun Det-Cord and Tape Fyceline Limper Mine Melta Bomb Promethium Psyk-Out Grenade Psykotroke Grenade Rad Grenade Anti-Plant Filament Plasma Smoke Virus Ork Pulsa Mine Bloodfire Haywire Howler

Kinetic Minefield Round Starflare Scatter Round Stunner Tanglefoot Toxin Blind Grenade Frag Grenade Astartes Frag Missile Incendiary Grenade Incendiary Missile Astartes Krak Grenade Astartes Krak Missile Nova Grenade Plasma Grenade Plasma Missile Stasis Grenade Stun Grenade EMP Grenade Photon Flash Grenade Vortex Grenade Anti-Plant Grenade Anti-Plant Missile Concussion Grenade Concussion Missile Cryo Grenade Inhalation Grenade Hopper Mine Melta Bomb Monoball Grenade Needle Pistol Web Pistol Needle Rifle Webber Aegis-Redback Galvian Needler Hypo Pistol Widower Rad-Cleanser Shock Blaster Snare Gun Empyrian Brain Mines Tyranicus Heavy Webber Crux Beam Gun Dartcaster Digi-laser Digi-melta

Digi-needler Digi-flamer Graviton Gun Kroot Rifle Shuriken Catapult Shuriken Pistol Eldar Shuriken Pistol Eldar Avenger Shuriken Catapult Eldar Ranger Long Rifle Enoulian Shard Pistol Enoulian Shard Rifle Ork Slugga Ork Shoota Ork Snazzgun Callophean Psy-Engine Morgauth Burn Caster Xenarch Death-Arc Digi-las Digital Explosive Purgatus Crossbow Executor Pistol (Bolt) Executor Pistol (Needle) Exitus Pistol Exitus Rifle Meritech Cannon Razorweb Launcher Rocketfire Gun Sonic Rifle Web Gun Heavy Webber Assault Gauntlet Entropic Accelerator Lightning Cannon Quill Blaster Argonite Whistler Dragon's Breath Eldar Blaster Eldar Deathspinner Eldar Lasblaster Eldar Sunrifle Pulse Pistol Pulse Rifle Pulse Carbine Larn Cutters Splinter Pistol Splinter Rifle Xenos Flechette Blaster Big Shoota

Burna Deffgun Rokkit Launcher Bomb Squig Sploding Squig Stikkbomb Stinkbomb Kroot Hunting Rifle Krootbow Conversion Beamer Astartes Psilencer Astartes Psycannon Gatling Psilencer Heavy Psycannon Digital Flamer Digital Laser Digital Melta Sniper Rifle Atomizer Cannon Graviton Cannon Mk.IX Ultra-Pattern Sharpshooter's Rifle Seismic Escalation Detonator Techxorcism Gun Astartes Webber Compact Exterminator Extra Grip Fire Selector Melee Attachment Mono Red-Dot Laser Silencer Telescopic Sight Lathe Blade Aux GL Duplus Ammo Clips Forearm Weapon Mounting Targeter Tripod and Bipods Sanctified Weapon Motion Predictor Photo Sight Preysense Sight Omni-scope Suspensors Vox Operated Spoor Targeter Calamity Vent

Exterminator Cartridge Tox Dispenser Bigga Barrel Bigga Klip Kombi-Shoota Kustom Job Loudener More Shooty Red Light Sparky Knobz Spiky Bitz Sarissa Astartes Mono attachment Astartes Chain attachment Dipole Mag-lock Arrows/ Quarrels Shot Bullets Shells Charge Pack (pistol) Charge Pack (basic) Charge Pack (heavy) Fuel (pistol) Fuel (basic) Bolt Shells Melta Canister (pistol) Melta Canister (basic) Overcharge Pack Plasma Flask (pistol) Plasma Flask (basic) Exotic Dumdum Hot-shot Charge Inferno Shells Man-Stopper Bullets Hellgun Backpack Spitfire shells Hypo-pistol ammo Razor Darts Dueling Las Mariette cylinders Hyper-Density Penetrators Tempest Bolt Shells Void Rounds Blaze Shotgun Shells Catechist Bolt Blessed Ammunition Psycannon Bolts

Cryptus Shotgun Shells Psybolt Ammo Psyflame Ammo Backpack Ammo Pack Amputator Shells Bleeder Rounds Expander Rounds Explosive Arrows/Quarrels Empyric null field generator Morgauth ammo Executioner Shotgun Shells Exitus Rounds Exitus Hellfire Rounds Exitus Shield-Breaker Rounds Exitus Turbo-Penetrator Rounds Acid Shells Airtorch Canister Microburst Flask Nephium Fuel Tank Organgrinder Rounds Snare Shells Toxic Shot Tracer Shells Void Rounds Dragonfire Shells Hellfire Rounds Implosion Shells Kraken Rounds Metal Storm Rounds Stalker Rounds Vengeance Rounds Witch Bolts Breaching Rounds Ignis Rounds Penetrator Rounds Razorweb Ammo Shredder Rounds Slug Rounds Axe Brass Knuckles Club Flail* Great Weapon* Groxwhip Improvised Hammer Knife Throwing Star/Knife

Shield Spear* Sword Staff* Unarmed Bastard Sword Buckler Chain-Stick Cutlass Double Flail* Long-Sabre* Mirror Shield Moon Blade Punch Dagger Sabre Scythe* Spetum* Steam Drill* Stiletto Tower Shield(metal) Tower Shield(wood) Bolo Knife Devil's Kiss Emperor's Whisper Punisher Baton Render Sigilite Armoured Gauntlet Boarding Pike* Chimera Pistol Sword Kraken Tooth Dagger Man-Catcher Naval Shield Short Sword Combat Knife Guard Shield Trophy Knife Garrote Sieve Blade Blackwing Halberd Great Hammer* Daggered Vambraces Quicksilver Blade Reliquary Blade Sacred Incense Truename Staff Truncheon Warhammer

Kineblades Combat Shield Falchion Lacusta Hammer* Memory Wire Parrying Dagger Swordstick Cane Baptismal Mace Daemon Pike* Ecclesiarchy Corsesque* Fire Lance* Flame Hammer* Mancatcher* Praesidium Protectiva Scoriada Axe of Retribution* Blade of Admonition* Astartes Combat Knife Ceremonial Sword Sacris Claymore* Astartes Combat Shield Storm Shield Sword of the Remorseless Crusader Duty's End The Corroded Falchion Remembrance Shield Salvation of Correus Chainsword Chain Axe Chain Knife Eviscerator* Crimson Crown Double-Edged Chainsword* Drusian Chainsword Astartes Chainsword Witchbane Jaw of Bloodcharn The Krixian Chainglaive* Power Blade Power Sword Serpintine Energy Blade Omnissian Axe Power Fist Power Longsword* Witch Lance Omnissian Axe(Sollex) Power Axe(Mezoa)

Power Fist(Mezoa) Power Maul(High) Power Sword(Mordian) Arbites Ultima-Pattern Power Maul (Low Power) Arbites Ultima-Pattern Power Maul (High Power) Daemonhammer Power Stake Burning Blade Loi Pattern Power Axe* Power Discus Thunder Hammer* Nemesis Force Sword Nemesis Force Halberd Nemesis Daemon Hammer Nemesis Falchion Nemesis Warding Stave Nemesis Greatsword* Nemesis Doomfist Chainfist Lightning Claw Astartes Power Axe Astartes Power Fist Astartes Power Sword Thunder Hammer Omnissian Axe (Astartes) Frost Blade Deathwatch Relic Blade* Breaching Auger Bulkhead Shears* Crozius Arcanum Executioner Axe* Fist of Dragos Power Claymore* Power Falchion Power Spear* Skybolt Teeth of The Blizzard Shock Maul Electro-Flail Lightning Gauntlet Lightning Chain* Neural Whip Officer's Cutlass Shock-Staff Shock Gauntlets Concussion Mace Shock Glove Shock-Staff (I)

Shock Knuckles Shock Stars Suppression Shield Breacher Vivisector Bulkhead Cutters Fractal Blade Ghost Sword Harlequin's Kiss Ork Choppa Ork Choppa (I) Enoulian Whisper Line Apostatic Matrix Empyric Conduit Blade Aether Lance Draethri Pain Gauntlet Scythian Fury Talon Neuro-Gauntlet Agonizer Egerian Shard Glaive Kroot Rifle (melee) Eldar Powersword Forearm Powerblade Galthite Lacerator Inertial Hammer* Macro Hammer* Null Rod Soft Sword Big Choppa* Grabba Stick Grotwhip Power Klaw Force Axe Force Staff* Force Sword Naduesh Force Axe Naduesh Force Staff Naduesh Force Sword Astartes Force Staff* Astartes Force Sword Bionic Left Arm (Good) Bionic Right Arm (Good) Bionic Left Arm (Common) Bionic Right Arm (Common) Bionic Left Arm (Poor) Bionic Right Arm (Poor) Bionic Locomotion (Good) Bionic Locomotion (Common)

Bionic Locomotion (Poor) Bionic Respiratory System (Good) Bionic Respiratory System (Common) Bionic Respiratory System (Poor) Auger Arrays Ballistic Mechadendrite Cortex Implants Cybernetic Senses Manipulator Mechadendrite Machinator Array Medicae Mechadendrite Mind Impulse Unit Optical Mechadendrite Utility Mechadendrite Chem Implants Chem Glands Chem Implants Injector Rig Concealed Weapon Bionic (Poor) Concealed Weapon Bionic (Common) Concealed Weapon Bionic (Good) Hermetic Infusion (Common) Hermetic Infusion (Good) Mining Helot Augmetics The Rite of Setesh Vehicle Interface Circuits Psy-Jammer Implant Augmented Senses Baleful Eye Bionic Heart Calculus Logi Upgrade Cranial Armor Locator Matrix Memorance Implant MIU Weapon Interface Respiratory Filter Implant Scribe-tines Subskin Armor Synthetic Muscle Grafts Synthetic Muscle Grafts (Best) Voidskin Volitor Implant Vox Implant Malygrisian Bioforging Transgenic Grafting Plasma Cutter Mechadendrite Servo-Arm Blackbone Bracing Gastral Bionics Internal Blade

Internal Power Cell Pain Ward Vitae Supplement Astartes Servo-Arm Servo-Harness Bionic Hand

ust the number carried if you don't carry them all)

Total

Description Holds stuff up to 50kg +20 to concealment; when standing still, wearer counts as one Range bracket further away when t depending on charm, could lead to lucky moments at DM discretion keeps time +30 to climb tests to descend, cannot fall shows stance and worth

Fit on Helpless or Unconscious target; can explode remotely up to 1k, kills wearer, deals 1d10X Blast(3), removal withou

+20 toughness to resist gasses No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like sim gain dark sight trait, good quality make immune to flash grenades immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 can fire basic weapon with one hand without penalty +30 to toughness tests to resist gas, may re-roll if failed full suit with rebreather, can survive in a vacuum +10 on concealment test when in forest or jungle terrain, +1 AP(primitive) cool oversized mask -20 on perception test to detect wearer by smell, lasts 1d10 hours Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning need common lore (machine cult) skill, +10 to fellowship on followers of machine cult harness that allows traversing below ceilings, half normal speed ag test to move normal speedhelmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must

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

protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun ch use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain bef halve movement and ag, in low or no grav no penalty as long as he can walk.

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

propel through open space with movement of 6, dont work in normal gravity can serve as body bag Name and Rank tags worn by soldiers Suitably styled clothing +30 to climb, +10 on scree, talus, or similar synthetic gill to breath underwater, needs constant immersion detects infra-red laser on gun that can only be seen in visor, kind of bulky One off use to reroll on the Psychic Phenomena table Research True Name (-20 forbidden lore Daemonology) to auto confirm Righteous fury. Lasts 2d10 Tune into 1 of 3 channels to grant various effects (Chem Geld, Jaded or +10 vs mind control). Coun Grants +20 to interrogation tests ro does 1d5 damage to target. Able to see psychic effects with +10 Awareness test. Non psychic effects are at -20 to spot. Gain fa Sanctified. Triggers warp instability. Plasma weapons within 10m suffer -30 BS and lose volatile trait When applied grants +20 vs Daemonic fear and +10 WP vs psychic effects. Lasts 1 month. absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealm

no penalty in darkness, +20 to vision based percep tests at night like Rorschach's mask from watchmen but colorful +20 to toughness test against extreme weather Protects eyes from shrapnel and bright light Contains enough air for 15 hours of operations. Applies -5 to user's Agility. Gain Fly (3) in low or ze Grants +10 to escape Grapple, and opponents take -10 to Grapple. May be a kind of sight (details on pg 133). -30 Scrutiny to determine true purpose. Counts as weap

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

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

Chapter Trapping. Grants +3 to WP Tests to resist Fear effects and Cohesion Damage Chapter Trapping. 3 Varieties. Grants +2 to Fel Tests. Restores 1 bonus Cohesion per Primary Obj. Completed. Adds 1 to Squad's effective rank for determining BT Solo Ability Effectiveness, but lose 1 Base Coh Chapter Trapping. May add +13 to tests when spending a Fate Point instead of +10. Chapter Trapping. 3 Varieties. Grants +3 to Command Tests. Adds +1 Damage if making a Charge Attack. Reduces total incoming Corruption Points by 1. Chapter Trapping. 3 Varieties. Grants +3 to one kind of S. Lore test. (Add manually on skills sheet) Grants +3 to one kind of F. Lore test. (Add manually on skills sheet) Grant's +3 to all Scrutiny Tests. Chapter Trapping. Grants +2 to all Intimidate Tests. Chapter Trapping. 3 Varieties. Adds +1 to any RF Damage. Adds +3 to any tests with a single Drive or Pilot Test. (Add manually to skills sheet) Adds +3 to all Awareness Tests. Chapter Trapping. 3 Varieties Adds +2 S after all mods. Adds +2 WS when fighting in single combat. Counts as a charm Chapter Trapping. 3 Varieties. Adds +3 to Parry Tests. Grants +3 on first WS attack roll in combat. Grants +3 to any tests made to regain Cohesion or prevent its loss. Chapter Trapping. Add +10 Kill Markers to any Assault Mission where it was displayed at least once Grants +30 to Climb Tests, will not fall if failed. May double base movement with short jump in any direction, ignoring obstacles. May have Flyer (1 Reduce Ag by half when in use. Allows normal movement in low/zero-g. Read page 171 for details. Regain additional point of Cohesion when Kill-Team Leader spends a Fate Point to restore a point o Acts as a charm. Time piece. Read page 172 for details. alcohol drink immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside you become fearless and gain frenzy talent. Lasts 1d10 minutes

inject drugs, full action cigs +20 to medicae test, 6 doses of stimm and other supplies illegal recreational drug FOOD basically tea basic booze full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no increase Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hou see pg149 lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 +10 medicae test +10 medicae test 10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours +10 medicae tests for disease and fevers, full action to stop blood loss

Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d1

Cheese that curdled in an animals stomach +10 bonus on fear tests, -10 int, lasts 1d5 hours, addictive +20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness -20 Carouse to drink Imitation of the best wine in Calixis The best wine in Calixis Holy Grail of Wine Send victims to sleep and causes insanity +30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatig x2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag -10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace fo

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

-10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10 lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended does too many things, pg 154 Inq Handbook Enough nutrients for a day, bad for long term diet covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin Popular space juice Barely keeps someone alive, literal brick of food Standard Ration for battle contains prayers on edible paper, step above relief ration like standard with higher energy Spray on cast, reduces difficulty of medicae test to stop blood loss by one step +20 to resist disease or infections for 6 hours gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of d +10 to resist Fear and Pinning, -10 Perception, lasts 1d10 hours removes fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatigue reroll any failed test to resist disease or toxin, stops blood loss, toughness or take 1d5 damage, ign full action, stops blood loss determine if someone is poisoned with perception test, 2 degrees of success identifies antidote Grants +10 Int and -20 WP for half an hour. -10 Perception afterwards

For 24 hours reduce fear tests by 1 level, reduce insantity gained by 2 (min 1), -10 Per +20 to Medicae Test, can be used without training in skill High scale food full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapo Sophisticated liquor numbing low-hive alcohol

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

Red space wine. Causes drinker to glow faintly when drunk. Gain Battle Rage Talent for 3d10 rounds per dose. Requires -10 Carouse Test to avoid extreme drunkenness (fatigue) Space Brandy Dose lasts 2d10 minutes, during which user cannot be stunned and takes no Fatigue. Test for side Nullifies one level of Fatigue for 1d5 hours. After drug wears off, gain an additional level of Fatigue

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

Ends and renders immune toxins, poison, gases, and other such effects for 1d10 rounds. Injected m Take -10 Toughness Save or suffer 1d10 temporary S Damage, plus further 1d10 per DoF. Delays the effect of any drug or toxin by 1d5 hours. May not be requisitioned. Must be custom made. Attacks specific target only May hold a single dose of drug that can be administered by a Full Action.Allows a character to ignore Critical Effects for 1d10 Rounds. May be used in Sacrament of Renewal to refill power Armour injectors with +10

Grants +20 to Medicae Tests on Space Marines. Raises threshold of Lightly Wounded to 3 times patient's Toughness Bonus. Doubles

Only for Reqs deemed excessive. Used to restore integrity of Power Armour. Takes one round. Immediately wakes an unconscious character. Makes weapon immune to Jamming for a number of shots equal to clip size. May be applied to Jamm +20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation +10 to trade(copyist) +10 to tech-use hold digital info 3d10X+2xweight. Blast area is weight x5, for setting pg101 +20 to Interrogation illuminate area of dozen or more meters, lasts 1d5 hours before needing recharge fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow can cut or weld 10cm a turn, altering time for thickness, not combat capable binoculars with a cooler name handcuffs comm device with range of 1km, range can be reduced +30 to security when opening locks contain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give + video camera +10 invocation tests for psykers

proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detect

opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge tak comm device to send signals over great distance, ordinary (+10) tech-use test contains what would be expected -10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fire lights area of meters equal to the number of slugs put together stepping into area, AG test or take 1d10+2R

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

Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of

used to open all doors in region net with toxic and snare traits thick black smoke covers 40m area, clears in 1d5 to 2d10 minutes start fires even when wet, packing together may cause sparks +10 to climb, or improvised weapon

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

+10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and U hiver ID card +10 to Trade(copyist) or tech-use to copy, forge, or fabricate (+20 when Good, +30 when Best Cra Heretical card game Assassin "calling cards" Portable shrine anti Xenos propaganda detects radiation, airborne toxins, and pollutants. Beeps when there is danger detects radiation, airborne toxins, and pollutants. +10 tech-use to identify danger plays video cylinder double price to record video and play video from other sources Contains videos data-slate sized backpack sized Blank Security Card analyze and process vast data, +20 to tests. Failure leads to inaccuracies +10 to test in analyzing data-slates heretical prognostication device -30 test to locate, cant with tech priests around Projection device Concentrated Power Source that can last several weeks. Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits +10 to survival tests Armoured tents AP 8 (primitive), minor camouflage Armoured tents AP 8 (primitive), minor camouflage Increase AP to 12 Advanced caltrops, bestial trait creature -20 WP or flee +20 tech-use to use, detects if food is edible. Failure gives inconclusive fans owner to resist heat recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point Contains useful survival gear paste that can cut through metal nasty improvised weapon includes blankets

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

can make pillow fits two, waterproof, reflective on one side for maintenance and routine repair

portable stasis field in box, all time and motion in box stops creating psychic dead zone +20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict

5m radius area that blocks sound, vox, and pict-casting full action to move ag bonus on a rope line, half action to disengage 2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use test one time use of +30 to security or tech-use to beat lock or security system with port tracking device size of coin, attaches to most anything, removed with relative ease records and transmits sound to user up to 1km broadcasts video and poor quality sound to pict-caster Playback device +10 to Navigation, pilot, scholastic lore(astromancy) or trade(astrographer) where info relevant Gun carrying case +10 to commerce skill tests +10 to logic tests, can use to reduce research and investigation times at dms discretion +20 to medicae or perception to detect ailment, success indicates proper treatment slows falls, can hover for one minute, hour of use uses all the power see page 145 of Rogue Trader +10 to charm tests involving religious oratory or inspiration and an imperial audience +10 to survival and navigation (land) tests attempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests -20 to tests to detect user introducing poison into food or drink tech use, retrieves specific info, then destroys whatever its connected to 1d10 Corruption, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbo summon souls of the dead to answer questions, pg 195 Radicals handbook Dominates Psyker's mind, causes insanity Represents a Throne Agent's authority by the Holy OrdosWorn like a backpack, can carry 25kg. Ammo store of 1 of the following: 300 las shots (150 for hell las); 80 plasma and melta charges; 200 bolt

Allows user to work with tech directly through his mind. Worn like a backpack, uses anti-grav to slow descent. Complex sensor array that must be used with a cerebral plug or other mind link device. Grants awa 10m tall beacon that summons calls local Minostorum vessels to come and bring the planet into th Complicated chest that uses a combination of the owner's blood with the right dosages of drugs to Spray on explosives. Does 1d5+3X per kilogram used and a blast radius of 2 meters per kg.

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

Inflicts 1d5X per KG, with 5 meters blast per kg. Best does 1d5+1. Grants +20 to use disguise; Best grants +30 instead. Tent for 3 people. Stiffens when exposed to water. Good and Best can hold 4 and 6 people, respecSpontaneously ignites on contact with oxygen. Explodes for 1d10E per Kg, blast radius of 2m per Kg. Those caught in blast must

Makes any clothing act as guard flak for 3d10 rounds. 2 person tent, erected with a small electrical charge. Good and best hold 3 and 4, respectively. Grants Hover (6), and +20 on Agility Tests. Requires Pilot (Personal) to use. All are good craftsman Grant Flyer (12), but require Pilot (Personal) and launch from 15 meters or higher. Best grants +10 Area of effect version of grav-plating. Turn an area into a certain value of gravity, usually Holy Terr pg 136 for info

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

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

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

Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good and Best craftsmanship versio

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

Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness Test, suffers 1d10 Agility dama

Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal) Common Fuel. Explosion does 1d10E per Kg, with 4m blast per Kg. Agility Test of catch fire if caugh Glows when psychic powers are used or someone is being targeted by psychic powers within 5 me Like an electroo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanica Will preserve one humanoid sized item as long as power is maintained. Grants +10 to Survival tests. Good and best craftsmanship provide +20 instead. High-Tech tourniquet. Grants +10 to medicae to stop blood loss. Good and best grant +20 instead Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to e Bathes area in human visible spectrum in complete blackness. -40 to all vision based perception te Imposes -20 penalty on all BS tests made to attack the wearer. Filters a liquid into its purest form.

Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, tho

User may take two full actions per round (including two attacks). During the subsequent round, he may take no actions an

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

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

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

Allows user to move up to 4d10 meters. May cause corruption and insanity. If openly displayed, may re-roll failed Charm Tests against Ecclesiarchy Member of equal or lower s Grants +10 to WP to resist Fear, Charm, Intimidation, or other kinds of social manipulation. May ca Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understan Small portrait, usually of the Emperor. Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm. May only be issued to the most trusted of Witch Hunters. Provides a +20 on Research involving F.

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

Simple staff, usually with a hook on the top for hanging symbology. A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Some form of container for a relic or image. Small badge for pilgrims representing a person or event. Requires Pilot (Personal/Jump Pack) and Sororitas Power Armour. Flyer (12). Designed to cause minor discomfort when twisted. Counts as a charm. Grants +10 to all C. Lore Tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adep

If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 20

Reduces wearer's effective Psy Rating by 4, and takes -40 to Invocation Tests. Wearer is considere Read page 173 for details. Receive +5 to all BS tests while in Squad Mode with Marine carrying Signum. Tech-Use to add +10

Join with marine carrying Signum in Squad Mode to gain the effect of Ganging Up, regardless of ranged or melee combat, gaining effect for b

+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation Grants +10 to all Navigation (Surface) checks if connected to some form of data. May contain map The Codex Astartes, Pocket Edition. Grants +10 to Tech-Use tests. Holds data. Does 3d10 Damage plus 2 Damage per extra KG and a radius of 3 meters per kilogram. Uses Demolitio

Translates languages based on Low Gothic. May make -20 Logic Test to translate alien languages. Provides light for dozens of meters. Lasts 1d5 hours. Page 175 for Details. High-tech binoculars.Must be planted to be effective. Sticks to metallic surfaces with magnets. Anything that survives must make an

Grants +30 to Security Tests when trying to open locks. Records video. Gain +10 Bonus on making an Invocation test. Used to restrain targets. Strong enough to hold even an Ork.

Reduces time to remove Progenoids gland to 1 Round per gland (2 for full recovery). May be used in melee with 1d10+2R

proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detect

opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge tak Allow a teleportarium to focus in on an individual and his squad. Long-range communicator. Requires tech-use test to communicate through interference. A load bearing web vest. Page 144 has a list of suggestions that could be attached.

Fires a hooked or magnetic grapnel from a bolt pistol. It is connected to the launcher with a thin but strong 100m wire. May climb manu

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

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

Grants +20 to all Concealment checks. When stationary, count as one range bracket further. A 5x5 meter sheet of cameleoline. May be hooked together to hide anything. Grants +30 to concea

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

A handheld cogitator device. Grants +20 to all Tech-Use tests to diagnose or repair malfunctioning Masks smell with gaunt pheromones of Hive Fleet Dagon. More details on page 145.

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

A small beacon that can either provide steady illumination or flash rapidly. A powerful auspex that can scan through materials to find weak points. Generally only scans through Invisible markers, only viewable through preysense and photo-sights, or through auto-senses.

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

Black Templar Relic. Must requisition with a 20 req or less weapon. Grants +10 to Fear and Pinning tests, and +1 to effect

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

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

Deathwatch Relic. Acts like a regular auspex, but grants +30 to awareness tests to detect Daemons, but only +5 to detect others. Furth

Deathwatch Relic. May only be requisitioned by Techmarines. Grants +10 to F. Lore (Adeptus Mechanicus), and +2d10 to

AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP

1 2 2 2 3 3 5 6 3 2 1 6 3 2 3

-

Arms, Arms, Body Body Body Arms, All Body Arms, Arms, Arms, All Arms, Body Arms,

Body, Legs Body, Legs

Body, Legs

Body, Legs Body, Legs Body, Legs Body, Legs Body, Legs

AP 4 - Legs AP3 - Head (-10 Dodge, AP5 vs critical) AP 6 - Body AP 2 - Head AP 2 - Arms AP 2 - Arms, Body, Legs AP 3 - Body AP 3 - Arms, Body, Legs AP 3 - All AP 4 - All AP 4 - Arms, Body AP 2 - Body, Arms, Legs AP 2 - All AP 3 - Arms, Body, Legs AP 4 - All AP 3 - Head AP 3 - Arms AP 4 - Arms, Body, Legs AP 4 - Body AP 4 - All AP 3 - Arms, Body, Legs AP 3 - All AP 4 - Head AP 5 - Arms AP 5 - Legs AP 5 - Arms, Body, Legs AP 6 - Body AP 6 - All AP 5 - All AP 5 - Body, Head AP 6 - Body AP 5 - All AP 6 - Body, Arms, Legs AP 6 - All AP 5 - All AP 5(4) - All (Head) AP 6 - All AP 6 - Body, Arms AP 6 - All AP 7(5) - Body, Arms (Legs) AP 7 - All AP 8 - All AP 8 - All AP 6 - All AP 8 - All AP 9 - All AP 7(8) - Arms, Legs, Head (Body) AP 9 - All

AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP All AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP

12 - All 8(10) - Arms, Legs, Head (Body) 14 - All 15 - All 8 and 10 - All 12 - All 14 - All 12 - All 8 - Head 4, 6, 8 - Legs, Arm/Head, Body 7 and 9 - All 9 and 10 (6) - All 7 and 9 - All 8 and 9 - All 8 and 9 - All 8 and 11 - All special - All special - All

30 - All 30 - All 70 - Psychic attacks only 30 - All 50 - All 55 - All 60 - All 60 - Arm and Body 50 - All 55 - All 75 - All 80 - All 80 - All 30 - All 70 - One location 25 - Arm 55 - Arm and Body 50 - All 55 - Arm and Body 50 - All 2 - All 1 - All 3 - Legs 3 - All 3 - Arms, Body, Legs 4 - All 7 - All 5 - All

AP 4 AP 3 AP 2 Head AP 4 AP 2 AP 3 -

Arms, Body, Legs All Head Body, Legs Head Body, Arms, Legs

AP 2 - All AP AP AP AP 2 - Body 4 - Arms, Body 3 - Arms, Legs, Body Adds 3 - All

Details on pg 147 Details on pg 147 30m S/-/- 1d10+2E 0 30 Full Reliable 60m S/2/- 1d10+2E 0 40 Full Reliable 100m S/3/- 1d10+3E 0 60 Full Reliable 150m S/-/- 1d10+3E 1 40 Full Accurate, Reliable 300m S/-/- 5d10+10E 10 5 2Full 25m S/2/- 1d10+1E 0 25 Full Reliable 80m S/3/- 1d10+5E 2 18 Full 100m S/2/- 1d10+3E 0 50 Full 30m S/-/- 1d10+4E 4 1 Full Accurate, Tearing 60m S/4/8 1d10+2E 0 40 Full Reliable 20m S/3/- 1d10+2E 0 20 Full Reliable 10m S/-/- 1d10+1E 0 15 30m S/-/- 1d10+4E 2 10 Full 100m S/3/5 1d10+3E 4 40 2Full 20m S/2/5 1d10+2E 0 30 Full Reliable 110m S/3/- 1d10+4E 3 40 3Full 35m S/2/- 1d10+3E 3 20 2Full 70m S/-/- 1d10+4E 0 1 Full Unreliable 100m S/3/- 1d10+3E 0 60 Full Reliable 70m S/2/- 1d10+3E 0 15 Full Accurate, Reliable 250m -/-/10 3d10+3E 4 60 3Full 120m S/2/- 1d10+2E 0 60 Full Reliable 100m S/3/- 1d10+3E 0 60 Full Reliable 100m S/2/- 1d10+4E 0 18 Full Tearing, Unreliable 4m S/-/- 1d10+3E 7 1 Special Reliable 40m S/-/- Special 0 10 2 Full 90m S/3/- 1d10+3E 2 70 Full Accurate, Reliable 45m S/-/- 1d10+5E 4 1 Full Accurate 35m S/2/- 1d10+4E 7 40 2Full 110m S/3/- 1d10+4E 7 30 2Full 50m S/4/- 1d10+4E 1 20 Full Reliable

60m S/2/- 1d10+3E 0 40 2Full Reliable 50m S/3/- 1d10+4E 7 30 2Full 20m S/2/- 1d10+4E 7 40 2Full 50m S/-/5 1d10+3E 0 120 2Full Reliable 25m S/4/- 1d10+3E 0 20 Full Reliable 5m S/-/- 2d10+3E 6 10 2Full 300m S/-/- 5d10+10E 10 6 2Full Proven(3) 30m S/-/6 1d10+2I 0 18 Full 30m S/-/- 1d10+3I 0 6 2Full Reliable 30m S/3/- 1d10+3I 0 9 Full 35m S/-/- 1D10+4i 2 5 2Full 90m S/3/10 1d10+3I 0 30 Full 150m S/-/- 1d10+3I 0 5 Full Accurate 30m S/-/- 1d10+4I 0 2 2Full Scatter, Reliable 30m S/-/- 1d10+4I 0 8 2Full Scatter, Reliable 30m S/3/- 1D10+4i 0 18 Full Scatter 120m -/-/10 1d10+4I 3 200 2Full 100m S/2/6 1D10+4i 0 15 Full Reliable 35m S/3/- 1d10+3I 0 13 Full 20m S/-/- 2d10I 0 1 2Full Inaccurate, Scatter 35m S/3/- 1d10+4I 2 6 Full Accurate 70m -/-/5 1d10+5I 0 100 3Full Unreliable 50m S/3/10 1d10+3I 0 35 Full 20m S/3/8 1d10I 0 24 Full 40m S/-/- 1d10+3I 2 5 2Full Accurate, Reliable 20m S/-/- 1d10+6I 0 2 2Full Primitive, Reliable 10m S/-/- 1d10+4I 0 1 2Full Inaccurate, Scatter, Tearing 30m S/3/6 1d10+3I 0 15 Full Reliable 20m S/-/- 2d5+3I 0 1 2Full 20m S/-/- 1d10+2I 0 1 2Full Inaccurate, Unreliable 30m S/-/- 2d5+6I 0 1 3Full Scatter, Tearing 250m S/-/- 1d10+5I 3 4 Full Accurate, Reliable 30m S/3/- 1d10+3I 0 9 Full 20m S/3/6 1d10+2I 0 14 Full 15m -/-/6 1d10+2I 0 12 Full Inaccurate, Unreliable 10m S/3/- 1d10I 0 7 30m S/-/- 1d10+3I 0 6 2Full Reliable 30m S/-/- 1d10+4I 0 6 3Full Scatter 80m S/3/10 1d10+3I 0 20(x3) Full (each) 100m S/-/- 1d10+4I 0 6 Full 35m S/-/- 1d10+4I 2 5 2Full 30m S/2/6 1d10+2I 0 18 Full 30m S/2/- 1d10+5I 2 7 Full Unreliable 35m S/2/- 1d10+3I 0 5(x2) 2Full Reliable 40m S/3/6 1d10+4I 0 15 Full Scatter 30m S/2/- 1d10+4I 0 12 Full Reliable, Scatter 40m S/3/- 2d10+4I 0 24 2Full Scatter, Unreliable 20m S/2/5 1d10+2I 0 15 Full Primitive, Reliable, Tearing

10m S/-/- 1d10+4I 0 1 Full Reliable, Scatter 60m S/-/10 1d10+3I 0 40 Full 120m -/-/10 3d10+5I 5 200 2Full Tearing, Unreliable 300m S/2/5 4d10+5I 4 20 2Full 30m S/3/- 1d10+3I 0 9 Half 30m S/-/6 1d10+4I 0 12 Full 40m S/-/- 1d10+4R 3 5 2Full Special 5m S/-/- 1d10R 0 2 Full 300m S/-/- 2d10+4R 7 Felling(2) 30m S/2/- 1d10R 0 5 Full, Shocking 120m -/-/10 1d10+5I 3 200 2Full 120m -/-/10 1d10+5I 3 40 Full 20m S/3/- 1d10+4I 0 6 Full Tearing 100m -/-/6 1d10+4I 3 200 2Full Storm 60m S/2/- 1d10+3I 0 6 Full 30m S/2/- 1d10+2I 0 8 2Full Inaccurate, Unreliable 30m S/2/- 1d10+3I 7 8 Full Tearing, Toxic 220m S/-/- 1d10+4I 0 6 Full Accurate 10m S/-/- 1d10+2R 2 1 Full 150m -/-/10 2d10+12I 6 200 3Full Devastating(1), Tearing 30m S/2/- 1d10+9I 4 18 Full Reliable, Scatter 30m S/3/5 1d10+10I 4 20 Full Reliable, Scatter 30m S/2/- 1d10+5X 4 8 Full Tearing 90m S/2/- 1d10+5X 4 24 Full Tearing 120m -/-/10 2d10X 5 60 2Full Tearing 100m S/-/- 2d10X 5 3 3Full Accurate, Tearing 30m S/3/- 1d10+5X 4 6 Full Reliable, Tearing 20m S/-/- 1d10+3X 0 3 Full Tearing, Unreliable 30m S/2/- 1d10+5X 4 8 Full Tearing 90m S/2/- 1d10+5X 4 24 Full Reliable, Tearing 30m S/2/- 1d10+6R 4 6 Full Tearing 90m S/2/4 1d10+5X 4 24 Full Tearing 30m S/2/- 1d10+5X 4 8 Full Tearing 90m S/2/4 1d10+5X 4 60 Full Storm, Tearing 120m -/-/10 2d10+2X 5 60 Full Tearing 120m S/-/5 2d10+5X 5 40 3Full Tearing, Reliable, Sanctified 90m S/2/4 1d10+5X 4 60 Full Storm, Tearing 30m S/-/- 1d10+5X 4 1 2Full Tearing 100m S/-/- 1d10+5X 4 8 Full Accurate, Tearing, Reliable 90m S/2/- 1d10+5X 4 30 Full Reliable, Tearing 90m S/2/- 1d10+5X 4 60 Full Reliable, Tearing, Storm 100m S/2/4 1d10+9X 5 60 2Full Storm, Tearing 30m S/2/- 1d10+9X 4 14 Full Tearing 100m S/3/- 1d10+9X 4 28 Full Tearing 200m S/-/- 1d10+9X 4 24 Full Accurate,Tearing 100m S/3/- 1d10+9X 4 28 Full Tearing 150m -/-/6 1d10+12X 5 60 Full Tearing 100m S/4/- 1d10+9X 4 60 2Full Storm,Tearing

120m S/2/4 2d10+9X 7 28 Full Accurate, Tearing, Special 50m S/3/- 1d10+9X 4 28 Full Tearing Accurate, Reliable 100m S/2/4 2d10+5X 8 28 Full Tearing, Felling (1) 30m S/2/- 1d10+9X 4 14 Full Tearing, Accurate, Reliable 100m S/2/4 2d10+5X 5 28 Full Tearing 160m -/-/12 2d10+12X 6 60 Full Tearing 120m S/2/4 2d10+5X 5 60 2Full Storm, Tearing 10m S/-/- 2d10+4E 12 3 Full 20m S/-/- 2d10+4E 12 5 2Full 10m S/-/- 2d10+4E 10 5 3Full 60m S/-/- 4d10+12E 12 10 2Full Blast(1) 40m S/-/- 2d10+2E 8 5 2Full 10m S/-/- 2d10+4E 12 2 2Full 10m S/-/- 2d10+8E 13 3 Full 20m S/-/- 2d10+8E 13 5 2Full 20m S/-/- 2d10+8E 13 10 3Full 10m S/-/- 2d10+10E 12 2 2Full Accurate 60m S/3/- 4d10+5E 13 10 2Full Blast(1) 10m S/-/- 2d10+6E 14 5 2Full Sanctified 40m S/-/- 2d10+6E 12 6 2Full 10m S/-/- 2d10+2E 10 6 Full Reliable 10m S/-/- 2d10+12E 12 4 Full 30m S/-/- 2d10+14E 12 6 2Full 60m S/-/- 2d10+16E 12 12 2Full Blast(1) 10m S/-/- 2d10+14E 14 2 Full 20m S/-/- 2d10+14E 4 2Full 100m S/2/- 2d10+20E 14 6 2Full Blast(2), Recharge, Volatile 30m S/-/- 1d10+6E 6 10 4Full Recharge, Overheats 90m S/2/- 1d10+6E 6 20 8Full Recharge, Overheats 30m S/-/- 1d10+6E 6 10 4Full Overheats, Recharge 60m S/-/- 2d10+6E 6 6 2Full Overheats, Recharge, Unreliable 120m S/-/- 2d10+10E 8 16 5Full Overheats, Recharge, Unreliable 80m S/2/- 1d10+10E 6 10 2Full Overheats, Recharge 30m S/2/- 1d10+6E 6 10 3Full Overheat 90m S/2/- 1d10+7E 6 40 5Full Overheat 120m S/-/- 2d10+10E 8 16 5Full Blast(1), Overheat, Unreliable 30m S/2/- 1d10+6E 6 10 3Full Overheats 90m S/2/- 1d10+7E 7 40 5Full Overheats 60m S/3/5 1d10+5E 6 40 5Full Overheats 40m S/-/- 1d10+8E 6 8 3Full Overheats, Accurate 150m S/-/- 2d10+12E 10 16 5Full Blast(3),Volatile 100m S/2/- 1d10+12E 10 24 4Full Volatile 30m S/2/- 1d10+10E 8 12 3Full Volatile 40m S/-/- 2d10+13E 10 10 3Full Blast (1), Felling (1), Volatile 120m S/3/5 1d10+9E 10 30 4Full Overheats, Volatile 40m S/3/- 1d10+8E 9 3Full Overheats, Volatile 120m S/2/- 1d10+12E 9 40 4Full Volatile 10m S/-/- 1d10+4E 2 2 2Full Flame

20m S/-/- 1d10+4E 3 3 2Full Flame 15m S/-/- 1d10+5E 2 5 2Full Flame 5m S/-/- 1d10+1E 2 5 2Full Flame 10m S/-/- 1d10E 0 3 3Full Flame, Toxic 5m S/-/- 1d5E 0 1 2Full Flame, Primitive 15m S/-/- 1d10+3E 2 4 Full Flame 30m S/-/- 2d10+4E 4 10 2Full Flame 20m S/-/- 1d10+5E 2 3 2Full Flame, Toxic 10m S/-/- 1d10+4E 2 2 2Full Flame 20m S/-/- 1d10+4E 2 6 2Full Flame 30m S/-/- 2d10+4E 4 10 2Full Flame 10m S/-/- 1d10+4E 1 12 3Full Flame 10m S/-/- 1d10+4E 2 6 Full Flame 30m S/-/- 2d10+6E 6 10 2Full Flame, Sanctified 60m S/-/- 2d10+6E 6 20 2Full Flame, Sanctified 20m S/-/- 1d10+9E 4 6 2Full Flame 10m S/-/- 1d10+7E 4 4 2Full Flame 30m S/-/- 1d10+12E 6 10 2Full Flame 20m S/-/- 1d10+9E 4 6 2Full Flame, Toxic 25m S/-/- 1d10+12E 2 5 Full Flame 30m S/-/- 2d10+4E 5 12 3Full Flame 10m S/-/- 0 1 Primitive, Snare, Inaccurate 15m S/-/- 1d10R 0 1 Full Primitive 15m S/-/- 1d10+2I 0 1 3Full Primitive, Unreliable, Inaccurate 30m S/-/- 1d10+2I 0 1 5Full Primitive, Unreliable, Inaccurate 30m S/-/- 1d10R 0 1 Half Primitive, Reliable 15m S/-/- 1d10-2I 0 1 Full Primitive 30m S/-/- 1d10R 0 1 2Full Primitive 10m S/-/- 1d10+1I 0 1 5Full Inaccurate, Primitive, Scatter, Unreliable 40m S/-/- 1d10+2R 1 1 Half Accurate, Primitive 15m S/2/- 1d10+2I 0 2 3Full Primitive, Unreliable 10m S/-/- 1d10R+SB 1 1 Primitive 15m S/-/- 1d10R 0 1 Full Primitive, Special 80m S/-/- 1d10+4R 2 1 4Full Primitive 50m S/-/- 1d10+2R 2 1 Half Primitive 40m S/-/- 1d10+3I 0 1 5Full Primitive 10m S/-/- 1d10+2+SB 1 1 Primitive, Snare, Special 8m S/-/- 1d5I 0 1 Primitive, Snare, Toxic 9m S/-/- 1d5+3X 0 1 Blast(2), Inaccurate, Primitive, Unstable 5m -/3/- 1d10+1R 4 15 3Full Primitive 30m S/-/- 1d10+5I 2 1 2Full Primitive, Unreliable 15m S/-/- 1d10+3R 0 1 3Full Scatter, Unreliable 10m 1/-/- 1d10+3I 2 6 Full 30m S/-/- 1d0+2I 0 1 2Full Primitive, Unreliable, Inaccurate 10m S/-/- 1d10R 0 1 Primitive 10m S/-/- 1d10R 0 1 Primitive 60m S/-/- * * 6 Full * 120m S/-/- * * 1 Full *

60m S/-/- * * 1 2Full Reliable* 250m S/-/- * * 1 Full * 80m S/-/- * * 1 Half * 60m S/-/- * * 6 Full *, Inaccurate 250m S/-/- * * 1 Full * 200m S/-/- * * 5 2Full * 15m S/-/- * * 3 3Full 20m S/-/- 1d10I 0 6 Full Primitive, Snare 200m S/-/- 3d10+3X 4 1 N/A 350m S/-/- 3d10+6X 6 1 N/A 50-200m S/-/- 2d10+2X 2 1 Full Inaccurate, Shocking, Blast(4) 50-300m S/-/- 2d10X* 3* 1 Full Inaccurate, Blast (5) 50-300m S/-/- 2d10X* 3* 6 2Full Inaccurate, Blast (5) 300m S/2/- * * 12 3Full * 250m S/-/- * * 8 Full * 45m S/-/- * * 4 2Full * 200m S/-/- * * 1 2Full * SBx3 2d10X 0 Blast (4) SBx3 2d10+4X 6 SBx3 0 Smoke SBx3 Special(pg137) 0 SBx3 Special(pg137) 0 SBx3 1d10+3E 6 Blast(3) SBx3 Special 0 1 Blast(1d10+3) SBx3 1d10+1X 0 1 Blast(2), Unreliable SBx3 2d10X 0 Blast(4), Unreliable, Toxic 2d10X 4 Blast(6) SBx3m S/-/- 1d10+3E 6 1 Blast(2) 3d10+10X 10 Blast(1) SBx3m S/-/- 2d10X 0 1 Blast(5) SBx3m S/-/- special 0 1 Blast(3) 1d5X per kg, radius is kgx2 in meters 1d10+5X per kg, radius is kgx5 in meters 4d10X in one meter, Pen 8 6d10E in 2 meters, Pen 12, ag test or catch fire 2d10E per kg, radius is kgx4, ag test or catch on fire SBx3m S/-/- 1d10X 0 Blast(3) SBx3m S/-/- Special Blast(3) SBx3m S/-/- 1d10E 0 Blast(2) SBx3m S/-/- 3d10E* 0 Blast(3) SBx3m S/-/- 4d10+4R 6 Blast(1), Tearing SBx3m S/-/- 1d10+6 6 Blast(1) SBx3m S/-/- 0 Smoke** SBx3m S/-/- 3d10I 0 Toxic*** 1d10E Blast 10, Unstable SBx3m S/-/- Special 0 SBx3m S/-/- Special 0 Blast (2) SBx3m S/-/- Special 0

SBx3m S/-/- Special 0 Blast (2) * S/-/- 2d10X 1 Blast (1) * S/-/- Special 0 * S/-/- 2d10X 0 Blast (4) SBx3m S/-/- Special 0 SBx3m S/-/- Special 0 Blast (2), Snare SBx3m S/-/- Special 0 SBx3 S/-/- Special 0 Smoke SBx3 S/-/- 2d10X 0 Blast (5) 2d10X 4 Blast(5), Devastating (1) SBx3 S/-/- 1d10+4E 0 Blast (3) 1d10+3E 0 Blast (5) SBx3 S/-/- 3d10+4X 6 3d10+10X 8 Blast(1) SBx3 S/-/- 1d10E 0 Blast (3) SBx3 S/-/- 1d10+12E 8 Blast(1), Special, Volatile 2d10+12E 12 Blast (3), Special, Volatile SBx3 S/-/- Special 0 SBx3 S/-/- Special 0 Blast(5) SBx3 S/-/- Special 0 Haywire (3) SBx3 S/-/- Special 0 SBx3 S/-/- Special 0 SBx3 S/-/- 3d10E 0 Blast (3) 5d10E 0 Blast (5) SBx3 S/-/- 4d10I 3 Concussive, Blast (3) 6d10I 5 Concussive, Blast (5) SBx3 S/-/- Special 3 Blast (3) SBx3 S/-/- Special 0 Blast (5) 2m S/-/- 3d10+9I 3 Blast(10) 5m S/-/- 5d10+7E Blast(5) SBx3 S/-/- 4d10+8R 8 Blast(3), Tearing 30m S/-/- 1d10R 0 6 Full Accurate, Toxic 30m S/-/- 0 1 Full Snare 180m S/-/- 1d10R 0 6 2Full Accurate, Toxic 50m S/-/- 0 1 Full Blast(5), Snare 80m S/-/- 0 4 3Full Blast(6), Snare 30m S/3/- 1d10-1R 0 7 Full Toxic 20m S/-/- 1d5+2R 2 3 2Full 35m S/-/- 1d10+3R 4 1 Full Accurate 30m S/-/- 2d10+2E 7 20 Blast(2), Recharge, Toxic 20m S/2/- 1d10+2E 4 7 Full Shock 30m 1/-/- 0 1 Full Snare SBx3m S/-/- Special 75m S/-/- Special 0 1 2Full, Blast(4), Snare 80m S/3/- 2d10+5E 6 25 4Full Scatter 30m S/-/- 1d10R 0 1 Full Toxic 3m S/-/- 1d10+3E 7 1 Full Reliable 3m S/-/- 2d10+4E 12 1 Full

3m S/-/- 1d10R 0 1 Full Toxic 3m S/-/- 1d10+4E 2 1 Full Flame 30m S/-/- Special 3 2Full Blast(5) 110m S/2/- 1d10+5E 1 6 2Full 60m S/3/10 1d10+4R 6 100 2Full Reliable 30m S/3/5 1d10+2R 4 40 2Full Reliable 20m S/3/5 1d10+2R 4 40 2Full Reliable 80m S/3/10 1d10+4R 6 100 2Full Reliable, Tearing 200m S/-/- 1d10+3E 2 40 Full Accurate, Reliable 20m S/-/- 1d10+1R 0 20 Full Tearing 70m S/3/- 1d10+2R 0 40 2Full Tearing 20m S/3/- 1d10+4I 0 18 Full Inaccurate, Unreliable 60m S/3/10 1d10+4I 0 30 Full Inaccurate, Unreliable 100m S/2/- 2d10I or E 1d10 20 2Full Inaccurate, Overheats, Unreliable 100m See page191 Radicals handbook 0 20m S/3/- 1d10+4E 9 12 3Full Unstable 100m S/3/6 1d10+3E 0 100 Full Inaccurate, Shocking 3m S/-/- 2d5+5E 5 1 1d5 Hours SBx3 S/-/- 3d10X 5 Blast (3) 50m S/-/- 1d10+5I 2 5 2Full Reliable, Sanctified 30m S/2/- 2d10+4X 5 16 Full Tearing 30m S/3/- 1d10+5R 3 16 Full Toxic 30m S/3/- 2d10+2I 9 5 Full Accurate 200m S/-/- 2d10+2I 9 10 Full Accurate 15m S/-/- 2d10+4X 4 6 3Full Blast (1) 10m S/-/- 2d10+4R 5 1 Full Blast (1), Tearing 80m S/-/- 1d10+5I 4 6 Full Tearing 30m S/2/- 1d10+3X 2 8 Full Tearing, Shocking 50m S/-/- None 0 1 Full Snare, Blast (2) 70m S/-/- None 0 3 Full Snare, Blast (5) 20m S/-/8 1d10+4I 2 24 4Full 40m S/-/- 3d10+4E 3 1 - Recharge, Toxic 60m S/-/- 2d5+4E 4 2 Full Overheats, Shocking 50m S/-/6 1d10R 2 50 2Full Tearing, Overheats 40m S/-/- 3d10E 6 8 2Full Recharge 30m S/-/- 2d10+2E 3 20 Full Flame 30m S/-/- 2d10+5E 8 24 Full 40m S/-/- 4d10+5R 2 30 2Full Reliable, Blast (2), Tearing 120m S/3/6 1d10+4E 4 90 Full Reliable, Blast (2), Tearing 90m S/4/8 1d10+6E 4 60 Full Reliable, Storm 40m S/2/- 2d10+2E 4 16 Half Gyro-Stabilised 150m S/2/4 2d10+3E 4 36 Half Gyro-Stabilised 60m S/-/3 2d10+2E 4 24 Full Gyro-Stabilised 20m S/-/- 4d10+6E 8 4 3Full Tearing 50m S/3/- 1d10+2R 3 120 2Full Toxic 80m S/3/5 1d10+2R 3 200 2Full Toxic 20m S/-/- 3d10R 2 40 2Full Tearing, Blast (2) 80m S/3/10 1d10+6I 1 40 Full Inaccurate, Unreliable

15m S/-/- 1d10+5E 3 8 2Full Inaccurate, Unreliable, Flame 90m S/4/8 1d10+10I 2 50 2Full Inaccurate, Unreliable, Unwieldy, Storm 120m S/-/- 3d10+5X 6 1 Half Inaccurate, Unreliable 3d10m S/-/- 4d10+5X 0 Accurate, Blast (1d5) SBx3m S/-/- 2d10R 0 Blast (2) SBx3m S/-/- 2d10+5X 2 Blast (1) SBx3m S/-/- Special 0 Smoke 150m S/-/- 1d10+5E 3 8 Full Accurate 40m S/4/8 1d10+3R 3 20 2Full Tearing, Toxic 100m S/-/- Varies Varies 4 2Full 100m -/-/4 1d10+10E 0 Sanctified 120m -/2/5 2d10+15 5 200 2Full Proven(4) 100m -/-/8 1d10+8E 0 Sanctified, Storm 120m S/-/- 2d10+15 5 40 2Full Proven(4), Blast(6) 4m S/-/- 2d10+2E 3 1 Special Flame 4m S/-/- 1d10+4E 7 1 Special Reliable 4m S/-/- 2d10+5E 12 1 Special 200m S/-/- 1d10R 0 6 2Full Accurate, Felling (1), Toxic 50m S/-/- 2d10+14E 8 25 3Full Blast(5),Devastating(4), Volatile 45m S/-/- Special 5 3Full Blast (5) 250m S/-/- 1d10+4R 0 5 Full Accurate, Felling (1), Toxic 100m S/-/- 3d10+14I per round 1Hour 3Full Blast(10) 80m S/3/- 1d10+4E 4 30 Full Shocking, Special 80m S/-/- 5 Full Blast (5), Snare Halves weight but halves clip size and reduces damage by 1; -20 to skill test to find weapon One shot flamer, attach to weapon with damage of at least 1d10 (no Pistols, no Flexible), lose Bala One hand without -20 penalty, range halved (use two-handed for full range) Select between three different ammunition types, switch at the beginning of turn weapon with melee attachment counts as spear No longer primitive, +2 penetration; Power weapons only affected with field off +10 to BS when fired on single shot; Counts as sight Awareness test to detect shot at -20 penalty. Attempt at half normal distance to detect Ignore penalties for long and extreme range with full action to aim; Counts as sight Loses Primitive, +2 Dmg, +3Pen, +10 WS, immune to Power Field, AP 25 if attacked, Best Quality Basic, 45m, S/-/-, Clip 1, Rld Full Halves reload time Can use pistol but keep a free hand, reduce range by 30% Reduce difficulty of shots by one step Increases accuracy; bipod 90-degree arc (half action to brace), tri-pod 180-arc (full action) Adds Holy damage type, special against daemons and warp +10 to BS test, only works on semi or full auto burst No penalties due to darkness; Counts as sight No penalties due to darkness, +20 to vision perception tests at night; Counts as sight Combines red dot, telescopic, and preysense scopes; Counts as sight. Halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half Fire, operate shot selector, switch firing modes by voice command Prevents firing on an ally. No penalty for firing into melee. Counts as a sight.

When weapon overheats, roll a d10. 4+ vent operates, overheat nullified. 3 or lower, take hit to body with full damage and pen.

Fired with half action, counts as hand flamer. Free action to gain Toxic for one round. May use up to ten times before refilling. Adds 10m to weapon range. Doubles clip size. Makes twin-linked or combi-weapons. Grants Customised quality. Inflicts -10 to all Pinning Tests. Adds +1 to Damage and Pen. Functions as Red-Dot Laser Sight. Grants Shocking quality. Makes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain A large spike. When mounted, acts as an Axe in close combat. Basic ranged weapon can be used as a mono combat knife Basic ranged weapon can be used as a non-balanced chain sword Grants Quick Draw for upgraded weapon. If talent is already possessed, may ready as a Parry. A clip (quiver) A clip for a primitive weapon A clip for an SP weapon A clip for a shotgun weapon A clip for a Las pistol A clip for a Las Rifle A clip for a heavy Las weapon A clip for a flame pistol A clip for a flame weapon A clip for a Bolt weapon A clip for a melta pistol A clip for a melta gun adds 1 to damage, halves clip size for Las weapons A clip for a Plasma pistol A clip for a Plasma gun A clip for an exotic weapon A clip for an SP weapon. +2 damage, double AP A clip for a Las Weapon. +1 damage, Tearing, pen 4, loses Reliable, clip reduced to 1 A Clip for a shotgun. Ag test or catch fire, may set things other than people on fire A Clip for an SP weapon. Set Penetration to 3 Holds Ammo for all Hellguns and Hellpistols. Must carry one if you use a hell gun or pistol. A clip of special shotgun shells

A clip of special ammo for a dueling Las Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down. Damage changes from X to E, gains shock quality reliable quality in the void can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive can only be acquired by holy Ordos deals holy, special against daemons and warp creatures, through holy Ordos only

only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, daemons, and warp entity afte

Weapon counts as sanctified and Daemonic/Warp creatures hit at short range test Toughness or bl Sanctified, bypasses psychic protections, add psy rating to damage Sanctified, bypasses psychic protections, -5 to Ag test per psy rating 80 shots Plasma/Melta/Las, 200 SP/Bolt, 60 Flame +2 to damage +3 damage to bio, ap doubled +1 dmg and pen -10 attack, dmg becomes E, loses primitive quality

Loses scatter, +4 to damage, +1 to pen; Shots that miss at short or standard range may re-roll, ignore Any attempt to dodge is at -20. Can be programmed to self-destruct Adds 1d10 to damage and inflicts RF on 9 or 10. Gains tearing.

Ignores daemonic, any protection from Psychic Powers and fields. If something with these is hit, they cease f

Inflicts +2d10 damage and adds 5 to the pen. Ignores increases to toughness from unnatural toughn Causes 2d10E, pen 0. Takes damage like Fire. If it hits armor, reduce location by 1, must be repaired Gain Scatter and Overheat, halve range. Add -2 damage, +2 pen, +10 meters range, lose maximal and overheating. Add 1kg to weight. Agility tests to avoid damage suffer -10, increase base damage by 2. Target must take a Toughness Test with -10 per point of damage taken. Failure causes 2d5R dama Decrease base damage by 2, gain Snare. Gains toxic. If weapon jams, user takes 1d5 damage, no reduction. Add 5 to BS tests when firing on full auto. Tests to hit user also gain +5. Operated normally in the void. Suffer -1 Damage while in atmosphere. Decrease base damage by 2. If within 2m of target, make Ag save or catch fire. May choose to targ

Ignores Natural Armor, inflicts RF on 9 and 10. Gain tearing. With Heavy Bolter, RoF changes to S/-/- and gains Blast (3). Add one additional power

If damage is taken, suffer 1d5 points of temporary Agility Damage. Increase Pen to 8, increase range 50%. Decrease Damage and Pen by 2, but gain Blast (2).

Awareness tests to hear suffer -30 and may only be attempted at half distance. Reduce damage by 2 unless used in Stalker Pattern Boltgun. If used in a

Gain Felling (1) and increase Pen to 9. Detonate prematurely on roll of 91-100. Suffer explosive damage equal to weapon's damage at pen

Any creatures with Psy Rating that take damage reduce Psy rating by 1 for 1d10 rounds. May not push. Warp Instability

Changes the weapon's damage type to X and reduces its range by half. Changes damage type to E. A target hit must pass an Agility Save or be set on fire in addition to no Gives +5 to pen. Lose the scatter quality. A webber loaded with this inflicts an additional -20 to escape. Furthermore, each attempt deals 2d Gains +1 pen and tearing. Lose Scatter, gain Tearing and Felling (1) 1d10+1I 0 Primitive, Unbalanced 1d5-1I 0 Primitive 1d10I 0 Primitive 1d10+2I 0 Flexible, Primitive 2d10R 2 Primitive, Unwieldy 1d10R 0 Primitive,Flexible,Tearing 1d10-2I 0 Primitive,Unbalanced 1d10+1I 0 Primitive, Unbalanced 1d5R 0 Primitive 1d5R 0 Primitive

1d5I 0 Defensive, Primitive 1d10R 0 Primitive 1d10R 0 Balanced, Primitive 1d10I 0 Balanced, Primitive 1d5-3 R 0 Primitive 1d10+1R 1 Primitive 1d5-2I 0 Balanced, Primitive 1d10+1I 0 Fast, Primitive, Toxic 1d10R 0 Primitive, Unbalanced 1d10I 0 Flexible, Primitive 1d10+2R 2 Balanced, Primitive 1d5-1I 0 Defensive, Primitive 1d10R 0 Fast, Primitive, Unwieldy 1d5+1R 2 Primitive 1d10R 0 Balanced, Primitive 1d10+2R 0 Primitive, Unwieldy 1d10R 2 Primitive, Unbalanced 2d10I 3 Primitive, Unbalanced, Unwieldy 1d5-1R 2 Fast, Primitive 1d5+2I 0 Defensive, Primitive 1d5+1I 0 Defensive, Primitive 2d5R 2 1d5R 3 Fast, Primitive 1d5+1R 2 Balanced 1d10I 0 1d5+1R 0 Primitive, Tearing 1d5R 3 Defensive 1d5I 0 Primitive 1d10+3X 2 Primitive 1d10+1R 2 Primitive 1d5+1R 1 Primitive 1d10I 0 Primitive, Snare, Unwieldy 1d5+2I 0 Defensive, Primitive 1d10-1R 0 Primitive 1d5+3R 0 Primitive 1d5I 0 Defensive, Primitive 1d5+1R 1 Balanced, Primitive 1d10R 0 Flexible, Primitive 1d10-1R 0 Primitive 1d10R 4 Balanced 1d10+4R 2 Unwieldy 1d10R 0 Unwieldy 1d10+2R 0 Balanced 1d10+2R 3 Balanced, Sanctified 1d10+2I 0 Flexible, Sanctified 1d10I 0 Balanced, Sanctified 1d10I 0 Primitive 1d10+2I 1 Primitive

1d5R 2 1d5I 0 Primitive, Defense 1d5+3R 0 Primitive, Defense 1d10+2I 0 Primitive 1d5-1I 0 Primitive 1d5R 0 Defensive, Primitive 1d10R 0 Balanced, Primitive 1d10+1I 0 Unbalanced, Toxic 1d10R 2 Sanctified 1d10R 2 Unbalanced, Sanctified 1d10R 0 Special 2d10I 2 Unwieldy, Special 1d10I 0 Unwieldy, Special 1d5+2I 0 Defensive 0I 0 Primitive, Flexible 2d10R 8 Sanctified 2d10R 4 Balanced, Sanctified 1d10+2R 2 1d10+3R 2 Balanced 2d10+2R 2 Unbalanced 1d5+1I 0 Balanced 1d10I 0 Defensive 1d10+8R 6 Sanctified 1d10I 0 Defensive 1d10+5R 3 Balanced, Devastating (1), Toxic 1d5+1I 0 Balanced 1d10+3R 2 Devastating (2) 1d10+2R 2 Balanced, Tearing 1d10+4R 2 Tearing 1d5+3R 2 Tearing 1d10+10R 5 Special, Tearing, Unwieldy 1d10+2R 2 Tearing 1d10+5R 2 Tearing 1d10+2R 2 Tearing, Balanced 1d10+3R 4 Balanced, Tearing 1d10+5R 4 Balanced, Tearing 1d10+3R 4 Balanced, Tearing 1d10+8R 4 Tearing 1d10+3E 6 Power Field 1d10+5E 6 Balanced, Power Field 1d10+2E 6 Fast, Power Field 1d10+6E 7 Balanced, Power Field 2d5+5E 6 Power Field, Unwieldy 2d10E 8 Power Field, Unwieldy 1d10+6E 6 Power Field 1d10+4E 6 Power Field, Special 2d10+4E 6 Power Field, Unbalanced 1d10+7E 7 Power Field, Unbalanced

2d10E 9 Power Field, Unwieldy 1d10+5E 4 Power Field, Shocking 1d10+5E 5 Power Field, Balanced 1d10I 0 Shocking 1d10+5I 5 Power Field 2d10+1I 8 Power Field, Sanctified, Unwieldy 1d10+7E 5 Power Field, Unbalanced, Sanctified 1d10+5E 4 Power Field, Balanced 1d10+7E 9 Power Field, Unbalanced 1d10+4E 5 Power Field 2d10+4E 10 Power Field, Unwieldy, Shocking 1d10+2E 2 Power Filed, Sanctified, Balanced 1d10+3E 2 Power Filed, Sanctified, Tearing 2d10+5E 2 Power Filed, Sanctified, Unwieldy 1d10+1E 2 Power Filed, Sanctified 1d10+1E 2 Power Filed, Sanctified, Balanced, Defensive 2d10+5E 2 Power Filed, Sanctified, Balanced 2d10+5E 2 Power Filed, Sanctified, Unwieldy 2d10E 10 Power Field, Tearing 1d10+6E 8 Power Field, Special, Tearing 1d10+8E 6 Power Field, Unbalanced 2d10E 9 Power Field, Unwieldy 1d10+6E 6 Balanced, Power Field 2d10+5E 8 Power Field, Concussive, Unwieldy 1d10+11E 6 Power Field, Unbalanced 1d10+11E 9 Balanced, Power Field, Tearing 2d10+7E 9 Power Field, Special 2d10+11R 7 Tearing, Unwieldy, Power Field 2d10+13R 6 Tearing, Unwieldy 1d10+7E 7 Balanced, Power Field 1d10+13E 8 Power Field, Unwieldy, Felling(1) 2d10+4E 9 Power Field, Unwieldy 1d10+11E 8 Power Field, Unwieldy, Devastating(1) 1d10+4E 5 Power Field, Razor Sharp 1d10+6E 7 Power Field 1d10+4E 8 Power Field, Felling (2) 1d10+12E 9 Balanced, Power Field, Tearing 1d10I 0 Shocking 1d10+2I 0 Flexible, Shocking 1d10I 0 Primitive, Shocking 1d10+1I 0 Flexible, Primitive, Shocking 1d10+1E 0 Flexible, Shocking 1d10R 0 Shocking 1d5+1I 2 Shocking 1d5E 0 Shocking 1d10+3I 4 Unwieldy, Volatile, Blast(1) 1d10I 0 Shocking 1d5+3I 0 Shocking

1d10I 0 Shocking 1d10I 0 Shocking 1d10E 0 Defensive, Recharge, Shocking 1d10+5R 4 Special, Tearing, Unwieldy 1d5+5R 0 Tearing, Unwieldy 1d10+3R 6 Tearing, Unwieldy 1d10+1R 7 Power Field, Balanced 1d10+3E 6 Power Field, Balanced 1d10+8R 10 Tearing 1d10+1R 2 Unbalanced 1d10+1R 2 Tearing, Unbalanced 1d10+1R 4 Flexible, Tearing 1d10I 0 Balanced, Shocking 1d10R 2 Balanced 2d5E 0 Unwieldy 1d10+2R 0 Shocking 1d5+3R 3 Toxic 1d10R 8 Tearing, Toxic 1d10+3E 6 Tearing, Shocking 1d10+4R 2 Tearing, Toxic 1d10R 0 Balanced 1d10+4E 8 Power Field, Balanced 1d10+1E 4 Power Field, Balanced, Defensive 1d10+6R 6 Tearing 1d10+7I 3 Unwieldy 1d10+7E 10 Power Field 1d10+5E 4 Power Field 1d10R 2 Balanced 2d10R 2 Tearing, Unbalanced 1d5I 0 Snare 1d10+3R 0 Flexible, Tearing, Primitive 2d10E 10 Power Field, Tearing, Unwieldy 1d10+3R 2 Unbalanced, Force 1d10I 0 Balanced, Force 1d10+1R 2 Balanced, Force 1d10+3R 3 Force, Unbalanced 1d10I 2 Force 1d10+1R 2 Force, Balanced 1d10+1I 0 Balanced, Force 1d10+2R 2 Balanced, Force +10 Ag for fine manipulation and +10 Str using arm +10 Ag for fine manipulation and +10 Str using arm Replaces missing arm Replaces missing arm Half Ag for fine manipulation and -10 WS/BS using arm Half Ag for fine manipulation and -10 WS/BS using arm Gain Sprint Talent and +20 to athletics tests to jump or leap Replaces missing legs

Halve movement rate. Test Ag or fall at end of run action. +20 Toughness vs airborne toxins and gas attacks. Counts as life support system +20 Toughness vs airborne toxins and gas attacks +20 Toughness vs airborne toxins and gas attacks. -20 Silent Move acts as