dark heresy armory v1.41

133
Armory (complete) v1.4 Now contain changes in err Contains items and other purchasable from Dark Heresy. This archive i Sections that follow no specific heading are from the core rulebook E Sections followed by: Feral & Feudal Word Specific, Hive World Specif Sections followed by: Shadow Gear, Dark Tech, and Xenos Tech are from Sections followed by: Rogue Trader are from Rogue Trader sans repetit Sections followed by: Anathema are from Creatures Anathema Sections followed by: Other are from modules and other material that Sections followed by: Acension are from Ascension, prices are not lis It is advised that you read the full description of the source material of any interesting item fo Keyword Reference Accurate +10 BS when used with aim action, when used with an Balanced +10 to Parry Blast (x) x= radius of blast Defensive +15 to parry, -10 to attacks Flame Don't test BS, all creatures in 30 arc test Ag or hi Flexible cant be parried Inaccurate No bonus to aim action Overheats Roll of 91 or higher overheats, consult pg 129 Power Field When parrying a weapon with this quality, 75% to des Primitive AP doubled against primitive, unless armor is primit Recharge Only fires every other round Reliable If would jam, roll 1d10 and on 10 jams Scatter Point blank shot, each 2 degree is another hit. At l Shocking If takes damage after AP and toughness, roll Toughne Smoke when hit is scored, creates 3d10 meters in diameter Snare on hit, make Ag test or immobilized. Once immobilize Tearing Roll one extra dice for damage, drop lowest roll Toxic Damage after AP and toughness make a toughness test Unbalanced -10 to parry Unreliable Jam on 91 or higher Unstable when hit, roll 1d10. 1 is half damage, 2-9 normal, a Unwieldy Can not parry Fast -20 to parry hits Customized Reloading takes half listed time, half action is sho Storm Hits against target are doubled, uses twice ammunit Twin-Linked two identical weapons side by side, +20 to hit, uses Sanctified Damage counts as Holy Craftsmanship Cost Multiplier Availability Best x10 Drop 2 step Good x3 drop 1 step Common x1 Poor x.5 Increase 1 step Go to tabs below for specific sections

Upload: sean-w-gallagher

Post on 21-Nov-2014

246 views

Category:

Documents


26 download

DESCRIPTION

A compliation of all the armoury's in the Dark Heresy Core Rulebook, Inquisitors Handbook, Radicals Handbook, Creatures Anethema, and Rogue Trader.

TRANSCRIPT

Page 1: Dark Heresy Armory v1.41

Armory (complete) v1.4 Now contain changes in errata 3.0Contains items and other purchasable from Dark Heresy. This archive is constantly expanding.Sections that follow no specific heading are from the core rulebook EDIT: now contain changes in errata 3.0Sections followed by: Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors HandbookSections followed by: Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. (Also these items are mostly heretical)Sections followed by: Rogue Trader are from Rogue Trader sans repetitive entries, prices are not listed because Rogue Traders do not buy, but acquireSections followed by: Anathema are from Creatures AnathemaSections followed by: Other are from modules and other material that is not relevant enough to warrant its own section.Sections followed by: Acension are from Ascension, prices are not listed because Throne Agents do not buy, but acquire. Repetetive entries are retained because the stats vary from sourcesIt is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick referenceKeyword ReferenceAccurate +10 BS when used with aim action, when used with an aim action every 2 degrees of success add another d10 of damage to a total of 2d10Balanced +10 to ParryBlast (x) x= radius of blastDefensive +15 to parry, -10 to attacksFlame Don't test BS, all creatures in 30 arc test Ag or hit. If hit test Ag again or be set on fire. Cover negated. Hit body only, jam on 9, if fired without talent +20 to ag to avoid damageFlexible cant be parriedInaccurate No bonus to aim actionOverheats Roll of 91 or higher overheats, consult pg 129Power Field When parrying a weapon with this quality, 75% to destroyPrimitive AP doubled against primitive, unless armor is primitive, penetration subtracted after doubledRecharge Only fires every other roundReliable If would jam, roll 1d10 and on 10 jamsScatter Point blank shot, each 2 degree is another hit. At long range AP is doubledShocking If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in roundsSmoke when hit is scored, creates 3d10 meters in diameter centered on impact, lasts 2d10 rounds or lessSnare on hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until freeTearing Roll one extra dice for damage, drop lowest rollToxic Damage after AP and toughness make a toughness test -5 for every damage taken, failure deals 1d10I with no reductionUnbalanced -10 to parryUnreliable Jam on 91 or higherUnstable when hit, roll 1d10. 1 is half damage, 2-9 normal, and 10 doubles damageUnwieldy Can not parryFast -20 to parry hitsCustomized Reloading takes half listed time, half action is shortest time possibleStorm Hits against target are doubled, uses twice ammunition e.g. semi normally fires 2 so 4 rounds are used; each degree of success for full and every two degrees for semi yields two hitsTwin-Linked two identical weapons side by side, +20 to hit, uses twice the ammunition, two or more degrees of success give additional hit, reload time doubled Sanctified Damage counts as HolyCraftsmanship Cost Multiplier AvailabilityBest x10 Drop 2 stepGood x3 drop 1 stepCommon x1Poor x.5 Increase 1 step

Go to tabs below for specific sectionsvvvvvvvvv

Page 2: Dark Heresy Armory v1.41

Sections that follow no specific heading are from the core rulebook EDIT: now contain changes in errata 3.0Sections followed by: Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors HandbookSections followed by: Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. (Also these items are mostly heretical)Sections followed by: Rogue Trader are from Rogue Trader sans repetitive entries, prices are not listed because Rogue Traders do not buy, but acquire

Sections followed by: Other are from modules and other material that is not relevant enough to warrant its own section.Sections followed by: Acension are from Ascension, prices are not listed because Throne Agents do not buy, but acquire. Repetetive entries are retained because the stats vary from sourcesIt is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

+10 BS when used with aim action, when used with an aim action every 2 degrees of success add another d10 of damage to a total of 2d10

Don't test BS, all creatures in 30 arc test Ag or hit. If hit test Ag again or be set on fire. Cover negated. Hit body only, jam on 9, if fired without talent +20 to ag to avoid damage

AP doubled against primitive, unless armor is primitive, penetration subtracted after doubled

If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in roundswhen hit is scored, creates 3d10 meters in diameter centered on impact, lasts 2d10 rounds or lesson hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until free

Damage after AP and toughness make a toughness test -5 for every damage taken, failure deals 1d10I with no reduction

Hits against target are doubled, uses twice ammunition e.g. semi normally fires 2 so 4 rounds are used; each degree of success for full and every two degrees for semi yields two hitstwo identical weapons side by side, +20 to hit, uses twice the ammunition, two or more degrees of success give additional hit, reload time doubled

Page 3: Dark Heresy Armory v1.41

Sections followed by: Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. (Also these items are mostly heretical)

Page 4: Dark Heresy Armory v1.41

Name Class Range RoF Dam Pen Clip Rld

Ranged WeaponsLasLaspistol Pistol 30m S/-/- 1d10+2E 0 30 FullLas Carbine Basic 60m S/2/- 1d10+2E 0 40 FullLasgun Basic 100m S/3/- 1d10+3E 0 60 FullLong Las Basic 150m S/-/- 1d10+3E 1 40 FullMP LasCannon Heavy 300m S/-/- 5d10+10E 10 5 2FullHive World SpecificCivitas Pistol 25m S/2/- 1d10+1E 0 25 FullDeath Light Basic 80m S/3/- 1d10+5E 2 18 FullDrusus Prime Basic 100m S/2/- 1d10+3E 0 50 FullDueling Las Pistol 30m S/-/- 1d10+4E 4 1 FullMinerva -Aegis Basic 60m S/4/8 1d10+2E 0 40 FullPalantine Pistol 20m S/3/- 1d10+2E 0 20 FullSeries-S Venom Pistol 10m S/-/- 1d10+1E 0 15Steel Burner Pistol 30m S/-/- 1d10+4E 2 10 FullForge World SpecificD'laku Hellgun Basic 100m S/3/5 1d10+3E 4 40 2FullWar Zone SpecificFury Pistol 20m S/2/5 1d10+2E 0 30 FullHellgun Basic 110m S/3/- 1d10+4E 3 40 3FullHellpistol Pistol 35m S/2/- 1d10+3E 3 20 2FullLaslock Basic 70m S/-/- 1d10+4E 0 1 FullMark III Basic 100m S/3/- 1d10+3E 0 60 FullMark IV Pistol 70m S/2/- 1d10+3E 0 15 FullMulti-Laser Heavy 250m -/-/10 3d10+3E 4 60 3FullRoth Pattern Basic 120m S/2/- 1d10+2E 0 60 FullStormfront Basic 100m S/3/- 1d10+3E 0 60 FullTwin Lasgun Basic 100m S/2/- 1d10+4E 0 18 FullRogue Trader SpecificArcheotech Laspistol Pistol 90m S/3/- 1d10+3E 2 70 FullBelasco Dueling Pistol Pistol 45m S/-/- 1d10+5E 4 1 FullHellpistol (Lucius) Pistol 35m S/2/- 1d10+4E 7 40 2FullHellgun (Lucius) Basic 110m S/3/- 1d10+4E 7 30 2FullLas Gauntlets Pistol 50m S/4/- 1d10+4E 1 20 FullLascarbine (Locke) Basic 60m S/2/- 1d10+3E 0 40 2FullAscension SpecificCadian Hellgun Basic 50m S/3/- 1d10+4E 7 30 2FullCadian Hellpistol Pistol 20m S/2/- 1d10+4E 7 40 2Full* Uses power packSP WeaponsAutopistol Pistol 30m S/-/6 1d10+2I 0 18 FullStub Revolver Pistol 30m S/-/- 1d10+3I 0 6 2FullStub Auto Pistol 30m S/3/- 1d10+3I 0 9 Full

Page 5: Dark Heresy Armory v1.41

Hand Cannon Pistol 35m S/-/- 1D10+4i 2 5 2FullAutogun Basic 90m S/3/10 1d10+3I 0 30 FullHunting Rifle Basic 150m S/-/- 1d10+3I 0 5 FullShotgun Basic 30m S/-/- 1d10+4I 0 2 2FullPump-Action ShotgunBasic 30m S/-/- 1d10+4I 0 8 2FullCombat Shotgun Basic 30m S/3/- 1D10+4i 0 18 FullHeavy Stubber Heavy 120m -/-/10 1d10+4I 3 200 2FullHive World SpecificArmageddon Basic 100m S/2/6 1d10+4I 0 15 FullArmsman-10 Pistol 35m S/3/- 1d10+3I 0 13 FullBlackhammer Basic 20m S/-/- 2d10I 0 1 2FullCarnodon Pistol 35m S/3/- 1d10+4I 2 6 FullVI Crank Cannon Heavy 70m -/-/5 1d10+5I 0 100 3FullCreed-9 Basic 50m S/3/10 1d10+3I 0 35 FullEncarmine Pistol 20m S/3/8 1d10I 0 24 FullFate Bringer Pistol 40m S/-/- 1d10+3I 2 5 2FullFlametongue Pistol 20m S/-/- 1d10+6I 0 2 2FullHack Shotgun Pistol 10m S/-/- 1d10+4I 0 1 2FullHecuter Pistol 30m S/3/6 1d10+3I 0 15 FullMariette Pistol 20m S/-/- 2d5+3I 0 1 2FullMercy Killer Pistol 20m S/-/- 1d10+2I 0 1 2FullMeat Hammer Basic 30m S/-/- 2d5+6I 0 1 3FullNomad Basic 250m S/-/- 1d10+5I 3 4 FullPhobos Stubber Pistol 30m S/3/- 1d10+3I 0 9 FullPuritan-14 Pistol 20m S/3/6 1d10+2I 0 14 Full

as shotty 15m S/-/- 1d10+4I 0 1 FullRipper Clip Pistol 15m -/-/6 1d10+2I 0 12 FullSalvation Pistol 10m S/3/- 1d10I 0 7Scalptaker Pistol 30m S/-/- 1d10+3I 0 6 2FullSlayer Basic 30m S/-/- 1d10+4I 0 6 3FullSpectre Basic 80m S/3/10 1d10+3I 0 20(x3) Full (each)

as shotty 30m S/-/- 1d10+4I 0 4 2FullSteadholder Basic 100m S/-/- 1d10+4I 0 6 FullStormchild Pistol 35m S/-/- 1d10+4I 2 5 2FullTalon Mark III Pistol 30m S/2/6 1d10+2I 0 18 Full54 Tranter Pistol 30m S/2/- 1d10+5I 2 7 FullForge World SpecificPanoptic Pistol 35m S/2/- 1d10+3I 0 5(x2) 2FullVanahein Basic 40m S/3/6 1d10+4I 0 15 FullThe Void SpecificIronclaw Basic 30m S/2/- 1d10+4I 0 12 FullNaval Shotcannon Heavy 40m S/3/- 2d10+4I 0 24 2FullIrontalon Pistol 20m S/2/5 1d10+2I 0 15 FullShotgun Pistol Pistol 10m S/-/- 1d10+4I 0 1 FullWar Zone Specific

Page 6: Dark Heresy Armory v1.41

Alcher Mark IV Basic 60m S/-/10 1d10+3I 0 40 FullAssault Cannon Heavy 120m -/-/10 3d10+5I 5 200 2FullAutoCannon Heavy 300m S/2/5 4d10+5I 4 20 2FullDoreas Pattern Pistol 30m S/3/- 1d10+3I 0 9 HalfOrthlak Mark IV Pistol 30m S/-/6 1d10+4I 0 12 FullHoly Ordos SpecificCatechist Basic 40m S/-/- 1d10+4R 3 5 2FullRogue Trader SpecificHeavy Stubber(OrthlacHeavy 120m -/-/10 1d10+5I 3 200 2FullHeavy Stubber(Ursid) Heavy 120m -/-/10 1d10+5I 3 40 FullNaval Pistol(Mars) Pistol 20m S/3/- 1d10+4I 0 6 FullShotgun Pistol Pistol 10m S/-/- 1d10+4I 0 1 Full

Bolt WeaponsBolt Pistol Pistol 30m S/2/- 1d10+5X 4 8 FullBoltgun Basic 90m S/2/- 1d10+5X 4 24 FullHeavy Bolter Heavy 120m -/-/10 2d10X 5 60 2FullHive World SpecificAngelus Basic 100m S/-/- 2d10X 5 3 3FullMauler Pistol 30m S/3/- 1d10+5X 4 6 FullSpitfire Pistol 20m S/-/- 1d10+3X 0 3 FullWar Zone SpecificGarm Pattern Pistol 30m S/2/- 1d10+5X 4 8 FullScourge Boltgun Basic 90m S/2/- 1d10+5X 4 24 FullHoly Ordos SpecificSucristan Bolter Pistol 30m S/2/- 1d10+6R 4 6 FullRogue Trader SpecificBoltgun(Locke) Basic 90m S/2/4 1d10+5X 4 24 FullBolt Pistol(Ceres) Pistol 30m S/2/- 1d10+5X 4 8 FullStorm Bolter(Mars) Basic 90m S/2/4 1d10+5X 4 60 FullHeavy Bolter(Solar) Heavy 120m -/-/10 2d10+2X 5 60 FullAscension SpecificMalleus Psycannon Heavy 120m S/-/5 2d10+5X 5 40 3FullRyza-pattern Storm BoBasic 90m S/2/4 1d10+5X 4 60 Full

Melta WeaponsInferno Pistol Pistol 10m S/-/- 2d10+4E 12 3 FullMeltagun Basic 20m S/-/- 2d10+4E 12 5 2FullHive World SpecificMelta-Cutter Basic 10m S/-/- 2d10+4E 10 5 3FullWar Zone SpecificMulti-Melta Heavy 60m S/-/- 4d10+12E 12 10 2FullUltimo Basic 40m S/-/- 2d10+2E 8 5 2FullThermal Lance Heavy 10m S/-/- 2d10+4E 12 2 2FullRogue Trader Specific

Page 7: Dark Heresy Armory v1.41

Inferno Pistol(Mars) Pistol 10m S/-/- 2d10+8E 13 3 FullMeltagun(Mars) Basic 20m S/-/- 2d10+8E 13 5 2FullMeltagun(Mezoa) Basic 20m S/-/- 2d10+8E 13 10 3FullThermal Lance(Mars) Heavy 10m S/-/- 2d10+10E 12 2 2FullMulti-Melta(Mars) Heavy 60m S/3/- 4d10+5E 13 10 2FullAscension SpecificHellax Infernus Pistol 10m S/-/- 2d10+6E 14 5 2Full

Plasma WeaponPlasma Pistol Pistol 30m S/-/- 1d10+6E 6 10 4FullPlasma Gun Basic 90m S/2/- 1d10+6E 6 20 8FullForge World SpecificKronos Pistol 30m S/-/- 1d10+6E 6 10 4Full

Maximal 40m 1d10+10E 6War Zone SpecificPlasma Blaster Basic 60m S/-/- 2d10+6E 6 6 2FullPlasma Cannon Heavy 120m S/-/- 2d10+10E 8 16 5Full Maximal 4d10+10E 8Mark III Sunfury Basic 80m S/2/- 1d10+10E 6 10 2FullRogue Trader SpecificPlasma Pistol(Ryza) Pistol 30m S/2/- 1d10+6E 6 10 3FullPlasma Gun(Mezoa) Basic 90m S/2/- 1d10+7E 6 40 5FullPlasma Cannon(Ryza) Heavy 120m S/-/- 2d10+10E 8 16 5FullAscension SpecificRyza-pattern Plasma PiPistol 30m S/2/- 1d10+6E 6 10 3FullRyza-pattern Plasma Basic 90m S/2/- 1d10+7E 7 40 5Full

Flame WeaponsHand Flamer Pistol 10m S/-/- 1d10+4E 2 2 2FullFlamer Basic 20m S/-/- 1d10+4E 3 3 2FullHive World SpecificDestroyer Pistol 15m S/-/- 1d10+5E 2 5 2FullGas Torch Basic 5m S/-/- 1d10+1E 2 5 2FullTox Spray Basic 10m S/-/- 1d10E 0 3 3FullThe Void SpecificBurst Basic 5m S/-/- 1d5E 0 1 2FullStingray Basic 15m S/-/- 1d10+3E 2 4 FullWar Zone SpecificHeavy Flamer Heavy 30m S/-/- 2d10+4E 4 10 2FullVoss Pattern Basic 20m S/-/- 1d10+5E 2 3 2FullRogue Trader SpecificHand Flamer(Mezoa) Pistol 10m S/-/- 1d10+4E 2 2 2FullFlamer(Mezoa) Basic 20m S/-/- 1d10+4E 2 6 2FullHeavy Flamer(Locke) Heavy 30m S/-/- 2d10+4E 4 10 2Full

Page 8: Dark Heresy Armory v1.41

Primitive WeaponsBolas Thrown 10m S/-/- 0 1Hand Bow Pistol 15m S/-/- 1d10R 0 1 FullFlintlock Pistol Pistol 15m S/-/- 1d10+2I 0 1 3FullMusket Basic 30m S/-/- 1d10+2I 0 1 5FullBow Basic 30m S/-/- 1d10R 0 1 HalfSling Basic 15m S/-/- 1d10-2I 0 1 FullCrossbow Basic 30m S/-/- 1d10R 0 1 2FullFeral and Feudal World SpecificIocanthos Blunderbus Basic 10m S/-/- 1d10+1I 0 1 5FullComposite Bow Basic 40m S/-/- 1d10+2R 1 1 HalfDeuce Pistol Pistol 15m S/2/- 1d10+2I 0 2 3FullFedrid Rasor Disk Exotic 10m S/-/- 1d10R+SB 1 1Flick Bow Pistol 15m S/-/- 1d10R 0 1 FullHeavy Crossbow Basic 80m S/-/- 1d10+4R 2 1 4FullJavelin Thrown 18m S/-/- 1d10R+SB 1 1Longbow Basic 50m S/-/- 1d10+2R 2 1 HalfSiskan Musket Basic 40m S/-/- 1d10+3I 0 1 5FullVibe Spear Thrown 10m S/-/- 1d10+2+SB 1 1Volonx Bone Bolas Thrown 8m S/-/- 1d5I 0 1Volonx Thunderclap Exotic 9m S/-/- 1d5+3X 0 1Hive World SpecificDrive Nailer Basic 5m -/3/- 1d10+1R 4 15 3FullImpaler Heavy 30m S/-/- 1d10+5I 2 1 2FullScrap Cannon Heavy 15m S/-/- 1d10+3R 0 1 3FullShadow Gear SpecificHaywire Rifle Basic 10m 1/-/- 1d10+3I 2 6 Full

LaunchersGrenade Launcher Basic 60m S/-/- * * 6 FullRPG Launcher Heavy 120m S/-/- * * 1 FullHive World SpecificGorge GL Basic 60m S/-/- * * 1 2FullWar Zone SpecificDisposable Launcher Heavy 175m S/-/- * * 1Missile Launcher Heavy 250m S/-/- * * 1 FullRogue Trader SpecificGrenade Launcher(MeBasic 80m S/-/- * * 1 HalfGrenade Launcher(VosBasic 60m S/-/- * * 6 FullMissile Launcher(LockHeavy 250m S/-/- * * 1 FullMissile Launcher(RetobHeavy 200m S/-/- * * 5 2Full*Depends on explosive loaded

Grenades & ExplosivesFrag Thrown SBx3 2d10X 0

Page 9: Dark Heresy Armory v1.41

Krak Thrown SBx3 2d10+4X 6Blind Thrown SBx3 0Photon Flash Thrown SBx3 Special(pg137 0Hallucinogen Thrown SBx3 Special(pg137 0Fire Bomb Thrown SBx3 1d10+3E 6Hive World SpecificChoke Gas Thrown SBx3 Special 0 1Nail Bomb Thrown SBx3 1d10+1X 0 1The Void SpecificBilge Grenade Thrown SBx3 2d10X 0War Zone SpecificFrag Missile 2d10X 4Inferno/Thermal Thrown SBx3m S/-/- 1d10+3E 6 1Krak Missile 3d10+10X 10Mark III FG Thrown SBx3m S/-/- 2d10X 0 1Stun Thrown SBx3m S/-/- special 0 1War Zone SpecificDet-Cord and Tape 1d5X per kg, radius is kgx2 in metersFyceline 1d10+5X per kg, radius is kgx5 in metersLimper Mine 4d10X in one meter, Pen 8Melta Bomb 6d10E in 2 meters, Pen 12, ag test or catch firePromethium 2d10E per kg, radius is kgx4, ag test or catch on fireRogue Trader SpecificAnti-Plant Thrown SBx3m S/-/- 3d10E* 0Filament Thrown SBx3m S/-/- 4d10+4R 6Plasma Thrown SBx3m S/-/- 1d10+6 6Smoke Thrown SBx3m S/-/- 0Virus Thrown SBx3m S/-/- 3d10I 0*Only effects flora**Only interferes with visual sight***If causes damage, each round after the first choose a random target in d5m and roll new hit and damage, stops when no one is hurt or after 10 roundsXenos Tech SpecificOrk Pulsa Mine Placed 1d10E

Exotic WeaponsNeedle Pistol Pistol 30m S/-/- 1d10R 0 6 FullWeb Pistol Pistol 30m S/-/- 0 1 FullNeedle Rifle Basic 180m S/-/- 1d10R 0 6 2FullWebber Basic 50m S/-/- 0 1 FullHive World SpecificAegis-Redback Heavy 80m S/-/- 0 4 3FullGalvian Needler Pistol 30m S/3/- 1d10-1R 0 7 FullHypo Pistol Pistol 20m S/-/- 1d5+2R 2 3 2FullWidower Pistol 35m S/-/- 1d10+3R 4 1 FullForge World Specific

Page 10: Dark Heresy Armory v1.41

Graviton Gun Exotic 30m S/-/- Special 3 2FullRad-Cleanser Exotic 30m S/-/- 2d10+2E 7 20Shock Blaster Exotic 20m S/2/- 1d10+2E 4 7 FullShadow Gear SpecificSnare Gun Basic 30m 1/-/- 0 1 FullRogue Trader SpecificCrux Beam Gun Basic 80m S/3/- 2d10+5E 6 25 4FullDartcaster Pistol 30m S/-/- 1d10R 0 1 FullDigi-laser Pistol 3m S/-/- 1d10+3E 7 1 FullDigi-melta Pistol 3m S/-/- 2d10+4E 12 1 FullDigi-needler Pistol 3m S/-/- 1d10R 0 1 FullDigi-flamer Pistol 3m S/-/- 1d10+4E 2 1 FullGraviton Gun Basic 30m S/-/- Special 3 2FullKroot Rifle Basic 110m S/2/- 1d10+5E 1 6 2Full (melee) melee 1d10R 0Ork Shoota Basic 30m S/3/10 1d10+4I 0 30 FullOrk Slugga Pistol 60m S/3/- 1d10+4I 0 18 FullShuriken Catapult Basic 60m S/3/10 1d10+4R 6 100 2FullShuriken Pistol Pistol 30m S/3/5 1d10+4R 4 40 2FullCreatures Anathema SpecificEldar Shuriken Pistol Pistol 20m S/3/5 1d10+2R 4 40 2FullEldar Avenger ShurikeBasic 80m S/3/10 1d10+4R 6 100 2FullEldar Ranger Long Rifl Basic 200m S/-/- 1d10+3E 2 40 FullEnoulian Shard Pistol Pistol 20m S/-/- 1d10+1R 0 20 FullEnoulian Shard Rifle Basic 70m S/3/- 1d10+2R 0 40 2FullOrk Slugga Pistol 20m S/3/- 1d10+4I 0 18 FullOrk Shoota Basic 60m S/3/10 1d10+4I 0 30 FullOrk Snazzgun Basic 100m S/2/- 2d10I or E 1d10 20 2FullDark Tech SpecificCallophean Psy-EngineBasic 100m See page191 R 0Xenos Tech SpecificMorgauth Burn CasterBasic 20m S/3/- 1d10+4E 9 12 3FullXenarch Death-Arc Basic 100m S/3/6 1d10+3E 0 100 FullAscension SpecificDigi-laser Pistol 3m S/-/- 2d5+5E 5 1 SpecialDigital Explosive Thrown SBx3 S/-/- 3d10X 5Purgatus Crossbow Basic 50m S/-/- 1d10+5I 2 5 2FullExecutor Pistol (Bolt) Pistol 30m S/2/- 2d10+4X 5 16 Full (Needle) Pistol 30m S/2/- 1d10+5R 3 16 FullExitus Pistol Pistol 30m S/3/- 2d10+2I 9 5 FullExitus Rifle Basic 200m S/-/- 2d10+2I 9 10 Full

Melee WeaponsName Class Range Dam PenPrimitive Weapons

Page 11: Dark Heresy Armory v1.41

Axe Melee 1d10+1I 0Brass Knuckles Melee 1d5-1I 0Club Melee 1d10I 0Flail* Melee 1d10+2I 0Great Weapon* Melee 2d10R 2Hammer Melee 1d10+1I 0Improvised Melee 1d10-2I 0Knife Melee,Thrown3m 1d5R 0Throwing Star/Knife Thrown 5m 1d5R 0Shield Melee 1d5I 0Spear* Melee,Thrown10m 1d10R 0Sword Melee 1d10R 0Staff* Melee 1d10I 0Feral and Feudal World SpecificBastard Sword Melee 1d10+1R 1Buckler Melee 1d5-2I 0Chain-Stick Exotic 1d10+1I 0Cutlass Melee 1d10R 0Double Flail* Exotic 1d10I 0Long-Sabre* Melee 1d10+2R 2Mirror Shield Melee 1d5-1I 0Moon Blade Melee, Throw5m 1d10R 0Punch Dagger Melee 1d5+1R 2Sabre Melee 1d10R 0Scythe* Melee 1d10+2R 0Spetum* Melee 1d10R 2Steam Drill* Melee 2d10I 3Stiletto Melee 1d5-1R 2Tower Shield(metal) Melee 1d5+2I 0Tower Shield(wood) Melee 1d5+1I 0Hive World SpecificBolo Knife Melee 2d5R 2Devil's Kiss Melee 1d5R 3Emperor's Whisper Melee, Throw5m 1d5+1R 2Punisher Baton Melee 1d10I 0Render Melee 1d5+1R 0Sigilite Melee 1d5R 3The Void SpecificArmoured Gauntlet Melee 1d5I 0Boarding Pike* Melee 1d10+3X 2Chimera Pistol Sword Melee 1d10+1R 2Kraken Tooth Dagger Melee, Throw5m 1d5+1R 1Man-Catcher Melee 1d10I 0Naval Shield Melee 1d5+2I 0Short Sword Melee 1d10-1R 0

Page 12: Dark Heresy Armory v1.41

War Zone SpecificCombat Knife Melee 1d5+3R 0Guard Shield Melee 1d5I 0Trophy Knife Melee 1d5+1R 1Shadow GearGarrote Melee 1d10R 0Sieve Blade Melee 1d10-1R 0Rogue Trader SpecificTruncheon Melee 1d10I 0Warhammer Melee 1d10+2I 1Ascension SpecificKineblades Melee WPBx5 1d5R 2

Chain WeaponsChainsword Melee 1d10+2R 2Chain Axe Melee 1d10+4R 2Hive World SpecificChain Knife Melee 1d5+3R 2Holy Ordos SpecificEviscerator* Melee 1d10+10R 5

Power WeaponsPower Blade Melee 1d10+3E 6Power Sword Melee 1d10+5E 6Hive World SpecificSerpintine Melee 1d10+2E 6Forge World SpecificEnergy Blade Melee 1d10+6E 7Omnisian Axe Melee 2d5+5E 6War Zone SpecificPower Fist Melee 2d10E 8Power Longsword* Melee 1d10+6E 6Holy Ordos SpecificWitch Lance Melee or Thr 10m 1d10+4E 6Rogue Trader SpecificOmnissian Axe(Sollex)Melee 2d10+4E 6Power Axe(Mezoa) Melee 1d10+7E 7Power Fist(Mezoa) Melee 2d10E 9Power Maul(High) Melee 1d10+5E 4Power Maul(Low) Melee 1d10+1E 2Power Sword(MordianMelee 1d10+5E 5Ascension SpecificArbites Ultima-patter Melee 1d10I 0Arbites Ultima-patter Melee 1d10+5I 5Daemonhammer Melee 2d10+1I 8

Page 13: Dark Heresy Armory v1.41

Power Stake Melee 1d10+7E 5

Shock WeaponsShock Maul Melee 1d10I 0Electro-Flail* Melee 1d10+2I 0Feral and Feudal World SpecificLightning Gauntlet Exotic 1d10I 0Lightning Chain* Exotic 1d10+1I 0The Void SpecificNeural Whip Melee 3m 1d10+1E 0Officer's Cutlass Melee 1d10R 0Shock-Staff Melee 1d5+1I 2Shadow GearShock Gauntlets Melee 1d5E 0Rogue Trader SpecificOfficer's Cutlass Melee 1d10R 0Shock Glove Melee 1d10I 0Shock-Staff Melee 1d5+3I 0Ascension SpecificSuppression Shield Melee 1d10I 0

Exotic WeaponsForge World SpecificBreacher Exotic 1d10+5R 4Vivisector Exotic 1d5+5R 0The Void SpecificBulkhead Cutters Melee 1d10+3R 6Rogue Trader SpecificFractal Blade Melee 1d10+1R 7Ghost Sword Melee 1d10+3E 6Harlequin's Kiss Melee 1d10+8R 10Ork Choppa Melee 1d10+1R 2Anathema SpecificOrk Choppa Melee 1d10+1R 2Enoulian Whisper LineMelee 1m 1d10+1R 4Dark Tech SpecificApostatic Matrix Melee 1d10I 0Empyric Conduit BladeMelee 1d10R 2Xenos Tech SpecificAether Lance Melee 2d5E 0Draethri Pain GauntletMelee 1d10+2R 0Scythian Fury Talon Melee 1d5+3R 3Ascension SpecificNeuro-Gauntlet Melee 1d10R 8

Page 14: Dark Heresy Armory v1.41

Force WeaponsHoly Ordos SpecificForce Axe Melee 1d10+3R 2Force Staff* Melee 1d10I 0Force Sword Melee 1d10+1R 2

*Must be use 2 handed

Weapon UpgradesName DescriptionCompact halves weight but halves clip size and reduce damage by 1, -20 to find if concealedExterminator attached one shot flamer cartridge to weapon that inflicts d10, replace after use, cant attach to flexible or pistExtra Grip One hand without -20 penalty, range halved, use two hands like normal for normal rangeFire Selector select between three different ammunition types, switch at the beginning of turnMelee Attachment weapon with melee attachment counts as spearMono no longer primitive, +2 penetration, can add to power weapons but wont be effective unless field is offRed-Dot Laser +10 to BS when fired on single shotSilencer awareness test to detect shot at -20 penaty. Attempt at half normal distance to detectTelescopic Sight ignore penalties for long and extreme range with full action to aim.Forge World SpecificLathe Blade loses primitive, +2 Dmg, +3Pen, +10 WS, immune to power field, AP 25 if attacked, becomes best quality, cant use withWar Zone SpecificAux GL Basic, 45m, S/-/-, Clip 1, Rld FullDuplus Ammo Clips halves reload timeForearm Weapon MouCan use pistol but keep a free hand, reduce range by 30%Targeter +10 to BSTripod and Bipods increases accuracy; bipod 90-degree arc, half action to deply, tri-pod 180-arc full action to deployHoly Ordos SpecificSanctified Weapon any primitive or good quality chain, adds holy damage type, special against deamons and warpShadow GearCombi-Weapon combine two basic weapons, secondary weapon ammo halved, cost doubledRogue Trader SpecificMotion Predictor +10 to BS test, only works on semi or full auto burstPhoto-Scope no penalties due to darkness,Preysense-scope no penalties due to darkness, +20 to vision perception tests at nightOmni-scope combines red dot, telescopic, and preysense scopes.Suspensors halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half actionVox Operated fire, operate shot selector, switch firing modes by voice commandAscension SpecificSpoor Targeter add max 10 allies to memory, takes +20 tech use and 10min, once logged in, gun literally can not fire on ally,

AmmoName Special EffectsArrows/ QuarrelsShot

Page 15: Dark Heresy Armory v1.41

BulletsShellsCharge Pack (pistol)Charge Pack (basic)Charge Pack (heavy)Fuel (pistol)Fuel (basic)Bolt ShellsMelta Canister (pistol)Melta Canister (basic)Plasma Flask (pistol)Plasma Flask (basic)ExoticDumdum +2 damage, double APHot-shot Charge +1 damage, rolls two dice for damage and pick highest, pen of 4, loses reliable special quality, clip reduced to 1Inferno Shells Ag test or catch fire, may set things other than people on fireMan-Stopper Bullets penetration increased to 3Overcharge Pack adds 1 to damage, halves clip sizeHive World SpecificSpitfire shellsHypo-pistol ammoRazor DartsDuelling LasMariette cylindersForge World SpecificHyper-Density PenetraReduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down. Tempest Bolt Shells Damage changes from X to E, gains shock qualityWar Zone SpecificHellgun CapacitorThe Void SpecificVoid Rounds reliable quality in the voidBlaze Shotgun Shells can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitiveIrontalon shellsHoly Ordos SpecificCatechist Bolt can only be aquired by holy ordosBlessed Ammunition deals holy, special againsts deamons and warp creatures, through holy ordos onlyPsycannon Bolts only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, deamons, and warp entity afterRogue Trader SpecificBackpack Power Pack 80 rounds of plasma, melta, and las, 200 sp or bolt, 60 for flame, weighs 25kgAmputator Shells +2 to damage, stub revolvers, stub autos, shottys, hand cannons, autopistol and autogunsBleeder Rounds +3 damage to bio, ap doubled, stub revolver, stub autos, and hand cannonsExpander Rounds +1 dmg and pen, stub revolver, stub auto, autoguns, and autopistolExplosive Arrows/Quar-10 attack, dmg becomes E, loses primitive quality, bows, crossbows, and hand bowsDark Tech SpecificEmpyric null field gen powers Empyric Conduit Blade

Page 16: Dark Heresy Armory v1.41

Xenos Tech SpecificMorgauth ammoAscension SpecificExecutioner Shotgun SLoses Scatter, +4 dmg, +1 pen, Re-roll missed shots and short and standard range, cover ignored, single shot onlyExitus Rounds -20 to dodge, leave no traceExitus Hellfire Rounds +1d10 and may inflict Righteous Fury on any die with 9 or 10, gains tearingExitus Shield-Breaker ignores daemonic trait, protective psychic powers, and fields, nullifies psychic powers and field for 1 roundExitus Turbo-Penetrat+2d10 dmg and +5 pen, ignores TB from unnatural toughness trait

Page 17: Dark Heresy Armory v1.41

Special Wt Cost Availability

Reliable 1.5kg 50 CommonReliable 3kg 75 CommonReliable 4kg 75 CommonAccurate, Reliable 4.5kg 100 Scarce

55kg 5000 Very Rare

Reliable 2kg 40 Common7.2kg 250 Very Rare hotshot or overcharge gives overheat property, scarce on magnogorsk7kg 50 Common

Accurate, Tearing 1.7kg 220 Very RareReliable 4.1kg 150 ScarceReliable 1.1kg 100 Average

.5kg 120 Scarce Covert pistol, has to be recharged at a station2.5kg 100 Very Rare Hotshot or overcharge gives overheat property scarce on magnogorsk

10kg 500 Very Rare ammo is attached to backpack of carapace armor, standard laspacks give 12 shots, Scarce on Lathe

Reliable 1.5kg 100 Scarce6kg* 180 Rare use standard las charge packs, but consume 4 charges a shot, has special ammo4kg* 140 Scarce use standard las charge packs, but consume 4 charges a shot

Unreliable 4kg 40 PlentifulReliable 4kg 75 AverageReliable, Accurate 1.75kg 150 Rare

50kg* 2000 ScarceReliable 4kg 175 Rare Bullpup design lasgunReliable 5kg 85 Very Rare integral bayonet, wooden stock, spear in meleeTearing, Unreliable 7kg 220 Rare

Accurate, Reliable 4 Near UniqueAccurate 1.5 Very Rare

4 Rare uses 10kg backpack source, can use upgraded power pack6 Rare uses 10kg backpack source, can use upgraded power pack

Reliable 3 Very RareReliable 2.5 Scarce -10 penalty to use one handed instead of normal -20

6kg Rare Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot6kg Rare Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot

2.5kg 75 CommonReliable 1kg 40 Plentiful

1.5kg 50 Plentiful

Page 18: Dark Heresy Armory v1.41

3kg 65 Average3.5kg 100 Average

Accurate 5kg 100 ScarceScatter, Reliable 5kg 60 CommonScatter, Reliable 5kg 75 AverageScatter 6.5kg 150 Scarce

35kg 750 Scarce

Reliable 8.5kg 100 Average1.5kg 50 Plentiful without sigil or cipher stamp considered unlucky

Inaccurate, Scatter 4.7kg 250 Rare -10 to hit unless Str bonus of 4 or more, uses exotic ammunitionAccurate 2.5kg 200 ScarceUnreliable 38kg 500 Average

3.6kg 115 Average2kg 90 Average

Accurate, Reliable 1.6kg 200 RarePrimitive, Reliable 2kg 140 Rare Exotic, Primitive ammunitionInaccurate, Scatter, Tearing 3kg 60 Common uses two shells at once, if only one shell loaded 1d10+4IReliable 2kg 175 Average

.5kg 400 Rare -30 to searching for weapon parts when disassembledInaccurate, Unreliable 1kg 10 Plentiful if jams, roll 1d10, result of 9 means gun explodes, hurting wielderScatter, Tearing 5kg 80 Scarce takes three shells to reloadAccurate, Reliable 10kg 2000 Very Rare

1.3kg 50 Plentiful1.7kg 100 Scarce

Scatter -10 to ballistic test if not fired with two handsInaccurate, Unreliable 3kg 40 Scarce Common on Volg, makes loud clang when out of ammo

.7kg 80 Common Has to be disassembled to be reloadedReliable 2kg 40 PlentifulScatter 3.5kg 70 Average

Full (each) 6.5kg 375 Rare 3 mags and a fire selectorScatter cant fire the same action as autogun

5kg 60 Plentiful3kg 65 Average can be used as a basic club2.3kg 70 Common can use extended 30 round mag but cant be holstered and suffers -10 ballistic if not held two handed

Unreliable 3.5kg 95 Common If Str Bonus of 4 or more, considered pistol, jams on 94-00

Reliable 2kg 225 Rare 2 separate ammo canisters, has fire selectorScatter 8kg 300 Average shotgun has built in red dot sight and sawbladed bayonet

Reliable, Scatter, Primitive, Tea6.5kg 80 Scarce Doubles as club(1d10-2+SBI) ammo is Rare and costs 30 thrones a clip on black market, normal rounds lose primitive and tearingScatter, Unreliable 7kg 700 Scarce must be securely mounted or braced or -30 to testsReliable, Tearing, Primitive 2kg 150 Rare special ammo, can be basic club, can use with regular autorounds but loses tearing and primitiveReliable, Scatter 1kg 60 Average -10 to hit if fired one-handed

Page 19: Dark Heresy Armory v1.41

3.5kg 95 AverageTearing, Unreliable 60kg 7000 Very Rare 6 rotating barrels that wear out easily

55kg 1000 Scarce1.5kg 150 Rare2.5kg 75 Scarce

Special 4kg 750 Rare holy munition, tearing effect against sorcery or psy rating. More than 5 damage inflicted leave bolt imbedded, removed causes 1d5 dmg ignoring ag and tb

35kg Average35kg Scarce

Tearing 3kg Scarce uses special ammunition, normal ammunition loses tearing abilityReliable, Scatter 1kg Average -10 to hit unless fired with two hands or a recoil glove

all bolters have tearing qualityTearing 3.5kg 250 RareTearing 7kg 500 Very RareTearing 40kg 2000 Very Rare

Accurate, Tearing 11kg 2000 Very Rare made to fire Astartes bolt shells, illegalReliable, Tearing 2.75kg 375 Very Rare can order custom made, doubles price and earns best quality for who it was made forUnreliable, Tearing 3kg 75 Scarce Imitation bolter; on crit hit test agility or catch fire, jam results in damage to firer, test ag or catch fire, ammunition unstable if hit by fire, 65% chance to detonate 1d10+3

Tearing 4.5kg 350 Rare Commissar's PistolReliable, Tearing 10kg 650 Very Rare counts as an axe in close combat

Tearing 3.3kg 380 Rare Str bonus of 4 or -10 to BS

Tearing 7kg Very RareTearing 3.5kg RareStorm, Tearing 9kg Extremely RareUsed mostly by AstartesTearing 40kg Very Rare

Tearing, Reliable, Sanctified 20kg Extremely Rareignore all defensive benefits granted by psychic powers, and increased toughness given by daemonic trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy rating as damage, is minor psychic power with threshold of 10, free action, good craftmenship, uses special handcrafed shells that are rare.Storm, Tearing 9kg Extremely Rare

2.5kg 7500 Very Rare8kg 4000 Rare

30kg 600 Scarce Requires Str bonus of 4 to weild, -10 ws for every str bonus below 4

Blast(1) 55kg 8500 Very Rare10kg 2500 Very Rare14kg 3000 Rare can cut through bulkheads

Page 20: Dark Heresy Armory v1.41

2.5kg Very Rare40kg Rare46kg Rare

Accurate 40kg RareBlast(1) 40kg Very Rare

Sanctified 2kg Unique Ignore fields and all protective benefits due to psychic powers, if hit, wp test or permanently reduce wp by 1d10, best quality

Recharge, Overheats 4kg 4000 Very RareRecharge, Overheats 11kg 3000 Very Rare

Overheats, Recharge 4kg 5000 Very Rare on maximal setting, uses 3 shots, and 2 round recharge

Overheats, Recharge, Unreliab20kg 7500 Very RareOverheats, Recharge, Unreliab38kg 8500 Very RareBlast(3)(in addition) exhausts 6 shots of fuel, hot as the sunOverheats, Recharge 12kg 3000 Very Rare

Overheat 4 Very RareOverheat 18 Very RareBlast(1), Overheat, Unreliable 40 Very Rare

Overheats 4kg Very Rare has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action, Overheats 9kg Very Rare has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action,

Flame 3.5kg 200 RareFlame 6kg 300 Scarce

Flame 2.1kg 750 Very RareFlame 20kg 150 Very Rare Wounding Hit to back of body, 50% of fuel explosion blast(4), 2d10E, wearer damage rolls twice and catches fireFlame, Toxic 6kg 200 Rare Jam means fuel ruptures, weapon damage to blast(2), wearer rolls damage twice

Flame, Primitive 3kg 50 ScarceFlame 3kg 100 Average Things cannot catch fire, sends microwaves

Flame 45kg 1000 Rare needs two men to operate, one carrys gun, the other fuelFlame, Toxic 6kg 400 Very Rare

Flame 3.5kg RareFlame 6kg ScarceFlame 20kg Rare

Page 21: Dark Heresy Armory v1.41

Primitive, Snare, Inaccurate 1.5kg 10 AveragePrimitive 1kg 200 RarePrimitive, Unreliable, Inaccura 4kg 10 CommonPrimitive, Unreliable, Inaccura 7kg 30 CommonPrimitive, Reliable 2kg 10 CommonPrimitive .5kg 10 PlentifulPrimitive 3kg 10 Common

Inaccurate, Primitive, Scatter, 4kg 35 RareAccurate, Primitive 3kg 50 UncommonPrimitive, Unreliable 2kg 40 CommonPrimitive .5kg 50 AveragePrimitive, Special 1kg 30 Scarce normally is folded for concealment, need half action to lock bow to firing positionPrimitive 5kg 75 RarePrimitive 1kg 8 PlentifulPrimitive 3kg 20 AveragePrimitive 8kg 60 ScarcePrimitive, Snare, Special 2kg 14 Uncommon toughness test or suffer one fatigue, removing the spear requires a medicae test, failure causes 1d5 damage Primitive, Snare, Toxic 2kg 12 RareBlast(2), Inaccurate, Primitive, 1kg 45 Very Rare if thrown and misses, come back to user, ag test, failure by more than 3 degrees means explosive mishap, pg137

Primitive 7kg 50 CommonPrimitive, Unreliable 22kg 100 Scarce Str Bonus of 4 to reload or useScatter, Unreliable 40kg 150 Very Rare Successful hit must test for pinning, underhive has average availability, anything can be ammo

5kg 400 Very Rare doubled Pen vs machine,

* 9kg 500 Scarce* 15kg 1200 Rare

Reliable* 8kg 300 Average

* 30kg 800 Rare preloaded with one frag or krak missile, can have rpg for half price. * 35kg 3000 Scarce fires missiles only

* 10 Scarce*, Inaccurate 12.5 Scarce* 12 Scarce* 35 Rare

Blast (4) 0.5 10 Common

Page 22: Dark Heresy Armory v1.41

0.5 50 RareSmoke 0.5 25 Scarce

0.5 60 Scarce0.5 40 Rare

Blast(3) 0.5 5 Plentiful

Blast(1d10+3) .5kg 40 Scarce each turn in the gas test toughness, fail loses one fatigue. Lasts for time in gas plus 1d10 rounds, fail by 4 or more degrees reduce toughness by 1d10 for 1d5-1 hours. Lasts 1d5x3 minutesBlast(2), Unreliable 1kg 20 Average

Blast(4), Unreliable, Toxic .5kg 20 Common

Blast(6) .5kg 75 AverageBlast(2) .6kg 60 RareBlast(1) 1.5kg 150 AverageBlast(5) .8kg 10 ScarceBlast(3) .2kg 40 Scarce toughness test or become stunned for 1d5 rounds, photo-visors and sealed armor provide +20 test

1kg 20 Common1kg 70 Average3kg 55 Scarce4kg 100 Rare1kg 60 Scarce

Blast(3) .5kg Very RareBlast(1), Tearing .5kg Extremely RareBlast(1) 4kg Very RareSmoke** .5kg CommonToxic*** .5kg Extremely Rare

***If causes damage, each round after the first choose a random target in d5m and roll new hit and damage, stops when no one is hurt or after 10 rounds

Blast 10, Unstable 20kg 2000 Very Rare re-detonates every 1d10 rounds, 10 percent chance of shutting off, for unstable roll, a 1 permanently halves damage, if hit, ag test or be knocked down, drivers and pilots must make appropriate test or lose control

Accurate, Toxic 1.5kg 1250 Very RareSnare 3.5kg 1200 RareAccurate, Toxic 2kg 1000 Very RareBlast(5), Snare 8kg 1800 Rare

Blast(6), Snare 17kg 2000 Rare On hit, roll damage. Max capable inflicted is one. -20 toughness test or fall comatose for 1d10x3minutes. Fail by 3 or more degrees means 1d5hours, '+300 to mount on forearm with palm trigger, gains concealed propertyToxic 1kg 950 Very Rare +300 to mount on forearm with palm trigger, gains concealed property

1kg 1000 Scarce subsonic and has no flash, can have explosive or poisoned darts, attachable stock and extendable barrel to turn it basic with range 150m and weight of 4.5kg, Accurate 2kg 1000 Rare victims take -30 toughness test or be knocked down, causes 1d5I (primitive) on the body, attempting to move 2d5 rounds after the blast must oppose strength 60(unnatural x2), GM may have it wreak environment

Page 23: Dark Heresy Armory v1.41

Blast(5) 5kg 3500 Very Rare use standard las pistol packsBlast(2), Recharge, Toxic 26kg 7000 Very Rare The toxic quality represents the massive radiation poisoning and should treated as suchShock 3kg 650 Rare

Snare 3.5kg 100 Scarce opposed str or ag vs firers str to break free

Scatter 4kg Near UniqueToxic 2.5kg Rare Can coat darts with special poison, mimic hallucinogenic, holy ammunition and othersReliable .5kg Extremely Raresize of a ring, one for each finger, can be fired even if holding something

.5kg Extremely Raresize of a ring, one for each finger, can be fired even if holding somethingToxic .5kg Extremely Raresize of a ring, one for each finger, can be fired even if holding somethingFlame .5kg Extremely Raresize of a ring, one for each finger, can be fired even if holding somethingBlast(5) 5kg Near Unique if hit, -30 str or be knocked down, 1d5I (primitive), moving in zone for 2d5 rounds calls str test to beat str60, can break environment

6kg Extremely RareBalancedInaccurate, Reliable 4kg Scarce doubles as clubInaccurate, Reliable 2kg Scarce doubles as clubReliable 2.5kg Very RareReliable 1.2kg Very Rare

Reliable 1.2kg 5000 Very Rare munition is very rare at 500 thrones a clipReliable, Tearing 2.5kg 9500 Very RareAccurate, Reliable 2kg 8500 Very Rare when used with aim, pen doubles, full action aim gives 6 penTearing 1kg 2000 Very RareTearing 2kg 5500 Very RareInaccurate, Unreliable 2kg 100 Scarce Common if by black marketInaccurate, Unreliable 4kg 200 Scarce Common if by black marketInaccurate, Overheats, Unrelia7kg 1500 Rare scarce if by black market, if used with bionics or targeting equip, loses inaccurate instead of gaining bonuses

15kg 41000 Very Rare This weapon fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy holds the brain frame. Extended exposure causes insanity and corruption

Unstable 4kg 2750 Very Rare Scarce on Calixis Trailing border, special ammoInaccurate, Shocking 10kg 2750 Very Rare any additional shots that strike are combined into single damage roll

.1kg Extremely Rare1d5 hours before can be fired again.Blast(3) .1kg Extremely RareReliable, Sanctified 6.5kg Very Rare if inflicts dmg, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughness and armor, every round a daemon leaves in the stake, makes warp instability test(pg 333 Core) at -10, creature with psy rating has threshholds increased by 20, always good quality, a quiver of 20 bolts is very rareTearing 5.5kg Near Unique Requires user to be programmed in. Need access to Officio facilities (nigh impossible), or -60 tech use test. When hit by needle, toughness test or take 1d10 wounds ignoring armor or toughness, doesn’t need to wound to go into effectToxic Near UniqueAccurate 5kg Near Unique best quality with built in silencerAccurate 9kg Near Unique built in silencer and telescope, best quality, load a round as half action, with rapid reload use reaction to reload single round

Special Wt Cost Availability

Page 24: Dark Heresy Armory v1.41

Primitive, Unbalanced 4kg 20 AveragePrimitive .5kg 5 PlentifulPrimitive 2kg 5 AbundantFlexible, Primitive 4kg 20 ScarcePrimitive,Unwieldy 7kg 70 ScarcePrimitive, Unbalanced 4kg 10 CommonPrimitive, UnbalancedPrimitive .5kg 5 AbundantPrimitive .5kg 5 PlentifulDefensive, Primitive 3kg 25 Average Provides 2AP to body and arm wielding.Primitive 3kg 15 CommonBalanced, Primitive 3kg 15 CommonBalanced, Primitive 3kg 10 Plentiful

Primitive 5kg 50 AverageBalanced, Primitive 1kg 30 CommonFast, Primitive, Toxic 1kg 30 ScarcePrimitive, Unbalanced 3kg 10 CommonFlexible, Primitive 4kg 28 ScarceBalanced, Primitive 3kg 70 Very RareDefensive, Primitive 3kg 60 Rare Covers arm and one other body part, 8 AP (primitive), or full 8 AP against LasFast, Primitive, Unwieldy 3kg 25 RarePrimitive .5kg 4 PlentifulBalanced, Primitive 2kg 15 CommonPrimitive, Unwieldy 5kg 12 UncommonPrimitive, Unbalanced 6kg 45 RarePrimitive, Unbalanced, Unwiel 18kg 100 Very Rare -10 AG requires 40 Str, insufficient str give -10 WS for each str bonus below 4, Fast, Primitive .2kg 25 UncommonDefensive, Primitive 7kg 60 Rare 6 AP (primitive) -2 AG bonusDefensive, Primitive 5kg 40 Uncommon 8 AP (Primitive) -2 AG bonus

2kg 50 Rare Common on MalfiFast, Primitive .3kg 55 RareBalanced .5kg 150 Very Rare

3kg 50 AveragePrimitive, Tearing 1.2kg 50 RareDefensive .75kg 85 Rare

Primitive .5kg 35 CommonPrimitive 4kg 30 Common after initial blast, acts as clubPrimitive 3.5kg 130 Scarce also has 1 shot of iron talonPrimitive .4kg 200 RarePrimitive, Snare, Unwieldy 8kg 60 ScarceDefensive, Primitive 9kg 75 Average 8AP as coverPrimitive 1.5kg 12 Common

Page 25: Dark Heresy Armory v1.41

Primitive .8kg 40 AverageDefensive, Primitive 3.5kg 100 ScarceBalanced, Primitive .3kg 700 Very Rare

Flexible, Primitive .5kg 200 Scarce all attacks, count as called to head, -20WS, subsequent attacks after success +30 to hit, either inflict damage or half damage in fatiguePrimitive .5kg 75 Scarce can add poison to weapon, expelled on first hit

Primitive 2kg PlentifulPrimitive 4.5kg Scarce

.5kg Very Rare Cant be used by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. Half action to attack to one blade, full action for multiple, -10 for called shots, three degrees harder to detect when concealed. Instead of adding SB to damage, psykers use WP

Balanced,Tearing 6kg 275 RareTearing 13kg 450 Very Rare

Tearing 2.5kg 80 Scarce

Special, Unwieldy, Tearing 12kg 750 Scarce on 96-00 WS test ag or take dmg as if struck, include SB

Power Field 1.5kg 1750 Very RareBalanced, Power Field 3.5kg 2500 Very Rare

Fast, Power Field 1.5kg 2500 Very Rare

Balanced, Power Field 1kg 5000 Very Rare str bonus does not apply, parry success by 2 degrees destroys opponents weapon, attack or parry failure by 5 degrees inflicts damage to wielder, consumes plasma pistol ammo, one pack for 10 roundsPower Field, Unwieldy 7kg +10 to interactions with machine cult followers, also a multitool, it is only given to the most worthy tech priests

Power Field, Unwieldy 12kg 3100 Very Rare add SBx2Power Field 4.5kg 3500 Very Rare

Power Field, Special 5kg 2800 Very Rare Righteous Fury deals 2d10E holy, sets on fire

Power Field, Unbalanced 8kg Extremely Rarealso functions as a combi-toolPower Field, Unbalanced 6kg Very RarePower Field, Unwieldy 13kg Very RarePower Field, Shocking 3.5kg Very RareShockingPower Field, Balanced 3kg Very Rare additional +5 bonus to parry

Shocking 3kg Rare once per round switch between high and low for free actionPower Field 3kg Rare once per round switch between high and low for free actionPower Field, Sanctified, Unwie 5kg Extremely Rareadds double SB to damage, score righteous fury on 8-10 against daemonic trait, always best quality, which gives +10 WS and +1 dmg which is already added

Page 26: Dark Heresy Armory v1.41

Power Field, Unbalanced, Sanct1kg Very Rare additional d10 for every point of psy rating, best quality +10 WS

Shocking 2.5kg 150 ScarceFlexible, Shocking 4.5kg 375 Rare

Primitive, Shocking 2kg 80 ScarceFlexible, Primitive, Shocking 4kg 100 Very Rare

Flexible, Shocking 4kg 500 RareShocking 3kg 200 ScarceShocking 2kg 100 Average

Shocking 1kg 100 Scarce special qualities to quality, pg153

Shocking 3kg ScarceShocking 1.5kg RareShocking 2kg Rare

Defensive, Recharge, Shocking5kg Rare Can still be used when recharging, but has primitive quality. +4Ap to wielding arm and torso, AP is not primitive when recharging. +20 to resist psychic powers directly affecting him, double AP against dmg-dealing psychic powers, keeps AP against warp weapons

Special, Tearing, Unwieldy 18kg 750 Scarce Unless mounted as implant, need 5 str bonus to use, righteous fury is 2d10, -10 to WS for each Str bonus less than 5Tearing, Unwieldy 1.5kg 650 Rare +10 to interrigation and intimidation, +10 mediae to repair servitors and do autopsies, +500 thrones to add injector rig to give toxic quality

Tearing, Unwieldy 6kg 75 Average

Power Field, Balanced 1kg Extremely Raremust use frequently to stay sharpPower Field, Balanced 1kg Extremely Rareadditional +5 bonus to parryTearing 1kg Extremely RareUnbalanced 8kg Scarce

Tearing, Unbalanced 5kg 600 Scarce Common if by black market, catch-all stat for ork meleeweaponsFlexible, Tearing .5kg 4500 Very Rare need heavy gloves to use, like a lasso or garrote

Balanced, Shocking 4kg 30000 Very Rare each hit attacks victims soul, causing fear check, mental disorders deal with losing faithBalanced 3kg 45000 Very Rare can discharge warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses armor, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null field generator bought seperately

Unwieldy 3.5kg 50000 Very Rare -10 tp parry, ignores armor, toughness and psychic defences, do not add str bonus, daemonic or machine 5+ creatures immune to weapon, if hits hex wards dies for 1d10 days.Shocking 3kg 1500 Very Rare can use to interrogate, -20 forbidden lore(xenos), every degree of success gives 1 dmg each round that bypasses armor and toughness, every point of damage in a round gives +10 to interrogationToxic 1kg 1000 Very Rare stores 5 doses of any drug or poison, each hit injects one dose

Tearing, Toxic 2.5kg Extremely Rareif target fails toughness test from toxic, all characteristics halved for 1d5 minutes, not cumulative, ineffective against Machine or Daemonic, can switch out toxins with others

Page 27: Dark Heresy Armory v1.41

Special, Unbalanced 4.5kg 4000 Very Rare counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and penBalanced, Special 3kg 3500 Very Rare counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and penBalanced, Special 3.5kg 3500 Very Rare counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pen

Wt Cost Availability Upgradeshalves weight but halves clip size and reduce damage by 1, -20 to find if concealed x.5kg 50 Average Any Pistol or Basic Las, Solid Projectile, Flame, Bolt or Plasmaattached one shot flamer cartridge to weapon that inflicts d10, replace after use, cant attach to flexible or pist+1kg 35 Common Any Weapon that does d10 or more damageOne hand without -20 penalty, range halved, use two hands like normal for normal range x1/3kg 25 Plentiful Any basic rangedselect between three different ammunition types, switch at the beginning of turn +0.5kg 25 Scarce Bolt and Sp Pistols or SP and Bolt Basic weapon

+2kg 25 Plentiful Basic ranged weaponno longer primitive, +2 penetration, can add to power weapons but wont be effective unless field is off 0 40 Scarce any primitive close combat weapon

+0.5kg 50 Scarce Pistol or Basic Las, SP, Bolt, Primitive or Plasmaawareness test to detect shot at -20 penaty. Attempt at half normal distance to detect +0.5kg 10 Plentiful Stub revolver, stub auto, hand cannon, autogun, hunting rifle

+1kg 35 Average Basic Las, SP, Bolt, Primitive or Plasma

loses primitive, +2 Dmg, +3Pen, +10 WS, immune to power field, AP 25 if attacked, becomes best quality, cant use with 2500 Very Rare knives, throwing knives, swords, axes and great weapons

+2.5kg 250 Rare attaches to any basic, during turn fire either main or gl10 Scarce basic and pistol, SP or las with removable clip

+1kg 300 Scarce primitive, las, SP, bolt or melta pistol+1.5kg 2250 Rare any las, SP, Bolt, or heavy

increases accuracy; bipod 90-degree arc, half action to deply, tri-pod 180-arc full action to deploy +2kg 25 Average basic or heavy

any primitive or good quality chain, adds holy damage type, special against deamons and warp 500 Very Rare

Special add weapon prices together then double

+.5kg Very Rare any non-primitive ranged weapon capable of semi or full auto+.5kg Very Rare basic las, SP, bolt, primitive, or plasma.+.5kg Very Rare basic las, SP, bolt, primitive, or plasma.+2kg Near Unique basic las, SP, bolt, primitive, or plasma.

halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half action x1/2 Extremely Rareany heavy+.5kg Rare non-primitive pistol, basic, grenade or heavy

add max 10 allies to memory, takes +20 tech use and 10min, once logged in, gun literally can not fire on ally, Very Rare can be attached to weapon that does not have flame, blast, or similar qualities,

Cost/AmouAvailability Used with1/20 Common Bows, Crossbows, and handbows1/20 Common Flintlock pistol, musket

Page 28: Dark Heresy Armory v1.41

1/20 Plentiful Autopistols, stub revolver, stub auto, hand cannon, autogun, hunting rifle, and heavy stubber1/20 Common Shotgun, pump-action, and combat shotguns10/full clipCommon Laspistol, las carbine, lasgun, long las, MP lascannon15/full clipCommon Laspistol, las carbine, lasgun, long las, MP lascannon30/full clipRare Laspistol, las carbine, lasgun, long las, MP lascannon8/full clip Scarce Hand Flamer and Flamer10/full clipScarce Hand Flamer and Flamer16/1 Rare Bolt pistols, bolters, and heavy bolters20/full clipVery Rare Melta weapons15/full clipRare Melta weapons24/full clipRare Plasma weapons18/full clipRare Plasma weapons20/1 Very Rare5/6 Scarce stub auto, stub revolver, and hand cannon

+1 damage, rolls two dice for damage and pick highest, pen of 4, loses reliable special quality, clip reduced to 1 15/1 Scarce laspistol, las carbine, lasgun,and long las18/1 Rare shotguns and bolt pistols5/6 Scarce stub revolvers, stub autos, hand cannons, autopistols and autoguns, hunting rifles15/full clipCommon any pistol or basic Las

5/3 Scarce8/1 Scarce15/1 Rare20/1 Rare100/cylindRare

Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down. 100/1 Rare hand cannon, hunting rifle, shotgun (lose scatter), bolt pistol and boltgun(damage is I)250/1 Very Rare Bolt weapons

50/full clipRare

8/1 Scarce All SP weaponscan only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive 4/1 Common

30/clip Rare

50/1 Raredeals holy, special againsts deamons and warp creatures, through holy ordos only 50/1 Very Rareonly given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, deamons, and warp entity after 250/1 Very Rare

Rare+2 to damage, stub revolvers, stub autos, shottys, hand cannons, autopistol and autoguns Extremely Rare

RareScarce

-10 attack, dmg becomes E, loses primitive quality, bows, crossbows, and hand bows Scarce

1kg 17000/1 Very Rare

Page 29: Dark Heresy Armory v1.41

10/1 Scarce where weapon is found

Loses Scatter, +4 dmg, +1 pen, Re-roll missed shots and short and standard range, cover ignored, single shot only Very Rare shotgunsNear Unique Exitus Rifle and PistolNear Unique Exitus Rifle and Pistol

ignores daemonic trait, protective psychic powers, and fields, nullifies psychic powers and field for 1 round Unique Exitus Rifle and PistolUnique Exitus Rifle and Pistol

Page 30: Dark Heresy Armory v1.41

hotshot or overcharge gives overheat property, scarce on magnogorsk

Covert pistol, has to be recharged at a stationHotshot or overcharge gives overheat property scarce on magnogorsk

ammo is attached to backpack of carapace armor, standard laspacks give 12 shots, Scarce on Lathe

use standard las charge packs, but consume 4 charges a shot, has special ammouse standard las charge packs, but consume 4 charges a shot

integral bayonet, wooden stock, spear in melee

uses 10kg backpack source, can use upgraded power packuses 10kg backpack source, can use upgraded power pack

-10 penalty to use one handed instead of normal -20

Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slotUses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot

Page 31: Dark Heresy Armory v1.41

without sigil or cipher stamp considered unlucky-10 to hit unless Str bonus of 4 or more, uses exotic ammunition

uses two shells at once, if only one shell loaded 1d10+4I

-30 to searching for weapon parts when disassembledif jams, roll 1d10, result of 9 means gun explodes, hurting wielder

-10 to ballistic test if not fired with two handsCommon on Volg, makes loud clang when out of ammo

can use extended 30 round mag but cant be holstered and suffers -10 ballistic if not held two handedIf Str Bonus of 4 or more, considered pistol, jams on 94-00

2 separate ammo canisters, has fire selectorshotgun has built in red dot sight and sawbladed bayonet

Doubles as club(1d10-2+SBI) ammo is Rare and costs 30 thrones a clip on black market, normal rounds lose primitive and tearingmust be securely mounted or braced or -30 to testsspecial ammo, can be basic club, can use with regular autorounds but loses tearing and primitive

Page 32: Dark Heresy Armory v1.41

holy munition, tearing effect against sorcery or psy rating. More than 5 damage inflicted leave bolt imbedded, removed causes 1d5 dmg ignoring ag and tb

uses special ammunition, normal ammunition loses tearing ability-10 to hit unless fired with two hands or a recoil glove

can order custom made, doubles price and earns best quality for who it was made forImitation bolter; on crit hit test agility or catch fire, jam results in damage to firer, test ag or catch fire, ammunition unstable if hit by fire, 65% chance to detonate 1d10+3

ignore all defensive benefits granted by psychic powers, and increased toughness given by daemonic trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy rating as damage, is minor psychic power with threshold of 10, free action, good craftmenship, uses special handcrafed shells that are rare.

Requires Str bonus of 4 to weild, -10 ws for every str bonus below 4

Page 33: Dark Heresy Armory v1.41

Ignore fields and all protective benefits due to psychic powers, if hit, wp test or permanently reduce wp by 1d10, best quality

on maximal setting, uses 3 shots, and 2 round recharge

has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action, has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action,

Wounding Hit to back of body, 50% of fuel explosion blast(4), 2d10E, wearer damage rolls twice and catches fireJam means fuel ruptures, weapon damage to blast(2), wearer rolls damage twice

Things cannot catch fire, sends microwaves

needs two men to operate, one carrys gun, the other fuel

Page 34: Dark Heresy Armory v1.41

normally is folded for concealment, need half action to lock bow to firing position

toughness test or suffer one fatigue, removing the spear requires a medicae test, failure causes 1d5 damage

if thrown and misses, come back to user, ag test, failure by more than 3 degrees means explosive mishap, pg137

Successful hit must test for pinning, underhive has average availability, anything can be ammo

preloaded with one frag or krak missile, can have rpg for half price.

Page 35: Dark Heresy Armory v1.41

each turn in the gas test toughness, fail loses one fatigue. Lasts for time in gas plus 1d10 rounds, fail by 4 or more degrees reduce toughness by 1d10 for 1d5-1 hours. Lasts 1d5x3 minutes

toughness test or become stunned for 1d5 rounds, photo-visors and sealed armor provide +20 test

re-detonates every 1d10 rounds, 10 percent chance of shutting off, for unstable roll, a 1 permanently halves damage, if hit, ag test or be knocked down, drivers and pilots must make appropriate test or lose control

On hit, roll damage. Max capable inflicted is one. -20 toughness test or fall comatose for 1d10x3minutes. Fail by 3 or more degrees means 1d5hours, '+300 to mount on forearm with palm trigger, gains concealed property+300 to mount on forearm with palm trigger, gains concealed propertysubsonic and has no flash, can have explosive or poisoned darts, attachable stock and extendable barrel to turn it basic with range 150m and weight of 4.5kg, victims take -30 toughness test or be knocked down, causes 1d5I (primitive) on the body, attempting to move 2d5 rounds after the blast must oppose strength 60(unnatural x2), GM may have it wreak environment

Page 36: Dark Heresy Armory v1.41

The toxic quality represents the massive radiation poisoning and should treated as such

opposed str or ag vs firers str to break free

Can coat darts with special poison, mimic hallucinogenic, holy ammunition and otherssize of a ring, one for each finger, can be fired even if holding somethingsize of a ring, one for each finger, can be fired even if holding somethingsize of a ring, one for each finger, can be fired even if holding somethingsize of a ring, one for each finger, can be fired even if holding somethingif hit, -30 str or be knocked down, 1d5I (primitive), moving in zone for 2d5 rounds calls str test to beat str60, can break environment

munition is very rare at 500 thrones a clip

when used with aim, pen doubles, full action aim gives 6 pen

scarce if by black market, if used with bionics or targeting equip, loses inaccurate instead of gaining bonuses

This weapon fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy holds the brain frame. Extended exposure causes insanity and corruption

Scarce on Calixis Trailing border, special ammoany additional shots that strike are combined into single damage roll

if inflicts dmg, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughness and armor, every round a daemon leaves in the stake, makes warp instability test(pg 333 Core) at -10, creature with psy rating has threshholds increased by 20, always good quality, a quiver of 20 bolts is very rareRequires user to be programmed in. Need access to Officio facilities (nigh impossible), or -60 tech use test. When hit by needle, toughness test or take 1d10 wounds ignoring armor or toughness, doesn’t need to wound to go into effect

built in silencer and telescope, best quality, load a round as half action, with rapid reload use reaction to reload single round

Page 37: Dark Heresy Armory v1.41

Covers arm and one other body part, 8 AP (primitive), or full 8 AP against Las

-10 AG requires 40 Str, insufficient str give -10 WS for each str bonus below 4,

Page 38: Dark Heresy Armory v1.41

all attacks, count as called to head, -20WS, subsequent attacks after success +30 to hit, either inflict damage or half damage in fatiguecan add poison to weapon, expelled on first hit

Cant be used by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. Half action to attack to one blade, full action for multiple, -10 for called shots, three degrees harder to detect when concealed. Instead of adding SB to damage, psykers use WP

on 96-00 WS test ag or take dmg as if struck, include SB

str bonus does not apply, parry success by 2 degrees destroys opponents weapon, attack or parry failure by 5 degrees inflicts damage to wielder, consumes plasma pistol ammo, one pack for 10 rounds+10 to interactions with machine cult followers, also a multitool, it is only given to the most worthy tech priests

Righteous Fury deals 2d10E holy, sets on fire

once per round switch between high and low for free actiononce per round switch between high and low for free actionadds double SB to damage, score righteous fury on 8-10 against daemonic trait, always best quality, which gives +10 WS and +1 dmg which is already added

Page 39: Dark Heresy Armory v1.41

additional d10 for every point of psy rating, best quality +10 WS

Can still be used when recharging, but has primitive quality. +4Ap to wielding arm and torso, AP is not primitive when recharging. +20 to resist psychic powers directly affecting him, double AP against dmg-dealing psychic powers, keeps AP against warp weapons

Unless mounted as implant, need 5 str bonus to use, righteous fury is 2d10, -10 to WS for each Str bonus less than 5+10 to interrigation and intimidation, +10 mediae to repair servitors and do autopsies, +500 thrones to add injector rig to give toxic quality

Common if by black market, catch-all stat for ork meleeweaponsneed heavy gloves to use, like a lasso or garrote

each hit attacks victims soul, causing fear check, mental disorders deal with losing faithcan discharge warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses armor, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null field generator bought seperately

-10 tp parry, ignores armor, toughness and psychic defences, do not add str bonus, daemonic or machine 5+ creatures immune to weapon, if hits hex wards dies for 1d10 days.can use to interrogate, -20 forbidden lore(xenos), every degree of success gives 1 dmg each round that bypasses armor and toughness, every point of damage in a round gives +10 to interrogationstores 5 doses of any drug or poison, each hit injects one dose

if target fails toughness test from toxic, all characteristics halved for 1d5 minutes, not cumulative, ineffective against Machine or Daemonic, can switch out toxins with others

Page 40: Dark Heresy Armory v1.41

counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pencounts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pencounts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pen

Any Pistol or Basic Las, Solid Projectile, Flame, Bolt or PlasmaAny Weapon that does d10 or more damage

Bolt and Sp Pistols or SP and Bolt Basic weapon

Pistol or Basic Las, SP, Bolt, Primitive or PlasmaStub revolver, stub auto, hand cannon, autogun, hunting rifle

knives, throwing knives, swords, axes and great weapons

attaches to any basic, during turn fire either main or glbasic and pistol, SP or las with removable clip

add weapon prices together then double

any non-primitive ranged weapon capable of semi or full auto

non-primitive pistol, basic, grenade or heavy

can be attached to weapon that does not have flame, blast, or similar qualities,

Page 41: Dark Heresy Armory v1.41

Autopistols, stub revolver, stub auto, hand cannon, autogun, hunting rifle, and heavy stubberShotgun, pump-action, and combat shotgunsLaspistol, las carbine, lasgun, long las, MP lascannonLaspistol, las carbine, lasgun, long las, MP lascannonLaspistol, las carbine, lasgun, long las, MP lascannon

stub auto, stub revolver, and hand cannon

stub revolvers, stub autos, hand cannons, autopistols and autoguns, hunting rifles

hand cannon, hunting rifle, shotgun (lose scatter), bolt pistol and boltgun(damage is I)

Page 42: Dark Heresy Armory v1.41

Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slotUses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot

Page 43: Dark Heresy Armory v1.41

holy munition, tearing effect against sorcery or psy rating. More than 5 damage inflicted leave bolt imbedded, removed causes 1d5 dmg ignoring ag and tb

Imitation bolter; on crit hit test agility or catch fire, jam results in damage to firer, test ag or catch fire, ammunition unstable if hit by fire, 65% chance to detonate 1d10+3

ignore all defensive benefits granted by psychic powers, and increased toughness given by daemonic trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy rating as damage, is minor psychic power with threshold of 10, free action, good craftmenship, uses special handcrafed shells that are rare.

Page 44: Dark Heresy Armory v1.41

has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action, has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch once per round as free action,

Page 45: Dark Heresy Armory v1.41

each turn in the gas test toughness, fail loses one fatigue. Lasts for time in gas plus 1d10 rounds, fail by 4 or more degrees reduce toughness by 1d10 for 1d5-1 hours. Lasts 1d5x3 minutes

re-detonates every 1d10 rounds, 10 percent chance of shutting off, for unstable roll, a 1 permanently halves damage, if hit, ag test or be knocked down, drivers and pilots must make appropriate test or lose control

On hit, roll damage. Max capable inflicted is one. -20 toughness test or fall comatose for 1d10x3minutes. Fail by 3 or more degrees means 1d5hours, '+300 to mount on forearm with palm trigger, gains concealed property

subsonic and has no flash, can have explosive or poisoned darts, attachable stock and extendable barrel to turn it basic with range 150m and weight of 4.5kg, victims take -30 toughness test or be knocked down, causes 1d5I (primitive) on the body, attempting to move 2d5 rounds after the blast must oppose strength 60(unnatural x2), GM may have it wreak environment

Page 46: Dark Heresy Armory v1.41

This weapon fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy holds the brain frame. Extended exposure causes insanity and corruption

if inflicts dmg, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughness and armor, every round a daemon leaves in the stake, makes warp instability test(pg 333 Core) at -10, creature with psy rating has threshholds increased by 20, always good quality, a quiver of 20 bolts is very rareRequires user to be programmed in. Need access to Officio facilities (nigh impossible), or -60 tech use test. When hit by needle, toughness test or take 1d10 wounds ignoring armor or toughness, doesn’t need to wound to go into effect

Page 47: Dark Heresy Armory v1.41

Cant be used by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. Half action to attack to one blade, full action for multiple, -10 for called shots, three degrees harder to detect when concealed. Instead of adding SB to damage, psykers use WP

str bonus does not apply, parry success by 2 degrees destroys opponents weapon, attack or parry failure by 5 degrees inflicts damage to wielder, consumes plasma pistol ammo, one pack for 10 rounds

adds double SB to damage, score righteous fury on 8-10 against daemonic trait, always best quality, which gives +10 WS and +1 dmg which is already added

Page 48: Dark Heresy Armory v1.41

Can still be used when recharging, but has primitive quality. +4Ap to wielding arm and torso, AP is not primitive when recharging. +20 to resist psychic powers directly affecting him, double AP against dmg-dealing psychic powers, keeps AP against warp weapons

can discharge warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses armor, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null field generator bought seperately

-10 tp parry, ignores armor, toughness and psychic defences, do not add str bonus, daemonic or machine 5+ creatures immune to weapon, if hits hex wards dies for 1d10 days.can use to interrogate, -20 forbidden lore(xenos), every degree of success gives 1 dmg each round that bypasses armor and toughness, every point of damage in a round gives +10 to interrogation

if target fails toughness test from toxic, all characteristics halved for 1d5 minutes, not cumulative, ineffective against Machine or Daemonic, can switch out toxins with others

Page 49: Dark Heresy Armory v1.41

ignore all defensive benefits granted by psychic powers, and increased toughness given by daemonic trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy rating as damage, is minor psychic power with threshold of 10, free action, good craftmenship, uses special handcrafed shells that are rare.

Page 50: Dark Heresy Armory v1.41

if inflicts dmg, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughness and armor, every round a daemon leaves in the stake, makes warp instability test(pg 333 Core) at -10, creature with psy rating has threshholds increased by 20, always good quality, a quiver of 20 bolts is very rare

Page 51: Dark Heresy Armory v1.41

Cant be used by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. Half action to attack to one blade, full action for multiple, -10 for called shots, three degrees harder to detect when concealed. Instead of adding SB to damage, psykers use WP

Page 52: Dark Heresy Armory v1.41

Can still be used when recharging, but has primitive quality. +4Ap to wielding arm and torso, AP is not primitive when recharging. +20 to resist psychic powers directly affecting him, double AP against dmg-dealing psychic powers, keeps AP against warp weapons

can discharge warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses armor, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null field generator bought seperately

Page 53: Dark Heresy Armory v1.41

ArmorArmor Type Location(s) Covered AP WT Cost AvailabilityPrimitive Ap halved before subtracting penetrationGang Leathers Arms, Body, Legs 1 5kg 25 AverageHeavy Leathers Arms, Body, Legs 2 7kg 100 CommonQuilted Vest Body 2 2kg 10 CommonBeast Furs Body 2 10kg 5 AverageGrox Hides Body 3 14kg 60 CommonChain Coat Arms, Body, Legs 3 18kg 50 AverageFeudal Plate All 5 30kg 120 ScarceXeno Hides Body 6 22kg 5000 Very RareFeral & Feudal World SpecificBanded Armor Arms, Body, Legs 3 12kg 50 RareBone Arms, Body, Legs 2 12kg 20 AverageBracers Arms, Body, Legs 1 .5kg 10 PlentifulHeavy Plate All 6 28kg 300 ScarceScale Armor Arms, Body, Legs 3 15kg 1000 Very Rare +10 to avoid fireScrag Furs Body 2 7kg 5 Common -10 to FellowshipSilkmail Arms, Body, Legs 3 5kg 150 RareHive World SpecificMirker's Greaves Legs 4 8kg 50 AverageRogue Trader SpecificBurnscour Beast Hide Body 6 20kg Very RareOtherLow Hiver Overcoat Arms, Body, Legs 1 Comes from Edge of Darkness module pg 12, can be worn over whatever is already worn

Flak Armor when not on the center of the blast, flak has AP5 against damage with blast qualityFlak Helmet Head 2 2kg 25 AverageFlak Gauntlets Arms 2 1kg 50 AverageLight Flak Coat Arms, Body, Legs 2 4kg 80 ScarceFlak Vest Body 3 5kg 50 AverageFlak Jacket Arms, Body, Legs 3 6kg 100 AverageFlak Cloak All 3 8kg 80 ScarceGuard Flak Armor All 4 11kg 300 ScarceWar Zone SpecificFlak Greatcoak Arms, Body 4 9kg 150 AverageShadow GearMask Bodyglove Body, Arms, Legs 2 6kg 650 Rare +20 to concealment to infrared sensors of creatures based on sight-heatBlur Suit All 2 7kg 750 Rare -10 to sight based tests against user, damage penetration has 2 added, half action to for on/off, lasts two minutes, standard power cellRogue Trader SpecificFlak Coat Arms, Body, Legs 3 5kg Average

Mesh ArmorMesh Cowl Head 3 .5kg 100 RareMesh Gloves Arms 3 .5kg 120 Rare

Page 54: Dark Heresy Armory v1.41

Xeno Mesh Arms, Body, Legs 4 2kg 375 RareMesh Vest Body 4 1kg 150 RareMesh Combat Cloak All 4 1.5kg 350 Very RareHive World SpecificHardened Body Glove Arms, Body, Legs 3 5kg 300 Rare for 3x cost gain sealable hood, gain stealth features, -20 to detect with auspexes, IR vision, and the likeVolcanis Shroud All 3 20kg 350 Average AP doubled against fire, acids, and corrosives, -10 ag test, built in rebreather and photo-visor

Carapace ArmorCarapace Helm Head 4 2kg 250 RareCarapace Vambraces Arms 5 2kg 300 RareCarapace Greaves Legs 5 3kg 375 RareEnforcer Light Carapace Arms, Body, Legs 5 15kg 575 RareCarapace Chest Plate Body 6 7kg 600 RareStorm Trooper Carapace All 6 17kg 3750 Very RareHive World SpecificMagistratum Carapace All 5 16kg 1100 Rare Built in Void Suit, comm-bead, and photo-visorThe Void SpecificBoarding Armor special 17kg 1225 Rare 3AP to legs and arms, 5AP to head and body. Built in void suit and photo-visorWar Zone SpecificWindrider Carapace Body 6 6kg 800 ScarceShadow GearCameleoline Combat ArmAll 5 17kg 1000 Very Rare light carapace with cameleoline cloak, +20 to concealment, one range bracket further away for ranged attacksShock Carapace Body, Arms, Legs 6 19kg 5000 Very Rare successive hit with close combat weapon of conductive material, toughness test as if hit in arm with shocking weaponAscension SpecificCadian-pattern "Kaskrin" All 6 15kg Very Rare integral auspex unit, attachment for grav-chute, helmet has rebreather, photo-visor, microbead, clip attachment for lamp pack or vid-recorder which requires a lasgun charge pack to run for a week of continuous useHyrdraphur-pattern JudgeAll 5 15k.5kg Very Rare integral micro-bead, good quality photo-visor, vox-amp, small stab light, uses lasgun charge pack that must be replaced after a week of continous use.

Power ArmorLight Power Armor All 7 40kg 8500 Very Rare if wearing on arms, body, and legs then +10 str, also size does not increasePower Armor All 8 65kg 15000 Very Rare if wearing on arms, body, and legs then +20 strForge World SpecificDragon Scale All 8 20kg 7500 Tech-Priestbuilt in photo-visor and respirator, str +10War Zone SpecificLidhl Power Armor All 6 40kg 8000 Very RareAscension SpecificIgnatus-pattern Power Ar All 8 65kg Extremely helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

Force FieldForge World SpecificAmulet of Warding All special 1kg 30000 Very Rare Every attack, reduce damage by 3d10, double ones means attack slipped through, on result of 8 it burns out, -20 to concealment and stealth, can sustain up to one hour, needs two hours to rechargeWar Zone SpecificRefractor Field All special 1.5kg 20000 Very Rare against I,E,X; roll 2d10 and reduce dmg, double 1 means bypassed, double ten means damage reduces and shield burned out, battery lasts one hour refractor charge cell 1000 RareHoly Ordos SpecificRosarius All 2kg 25000 Rare roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if blocks more than 12 points, releases light like photon flash grenade

Page 55: Dark Heresy Armory v1.41

Ascension Specific protection ratingRefractor Field (Lathe) All 30 .5kg Very Rare when on, gives glow that illuminates user, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useRosarius (Maccabien) All 50 .5kg Extremely doesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useIcon of the Just (Daemon All 55 .5kg Near Uniq daemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useNull Blocker(Lathe) All 60 .5kg Extremely only applies to psychic powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use

Other ArmorSynskin All 2 2kg 2500 Very Rare +10 to concealment and silent move. Invisible to infrared and dark sightFrontier World SpecificEnvironmental body Glov All 1 5kg 625 Rare +1AP, +10 survival tests, re-breather, comm-bead, photo-contactsSlither Boots Legs 3 6kg 500 Rare +10 to Ag tests to maintain footing in treacherous or slick conditions. 6AP to corrosivesWind Armor All 3 18kg 2200 Rare 3 hour rebreather, vox-system, photo-visor, immune to strong winds and stormsRogue Trader SpecificArmoured Bodyglove Arms, Body, Legs 3 5kg Rare Can be concealedXenos Tech SpecificHolo-Armour All 4 4kg Special Special -30 to all attacks, perception or awareness to discern anything within the field, +10 awareness to detect user or see exterior of field. Cant be purchased by normal meansMecronid Armour All 7 2kg 15000 Very Rare if wearer loses conciousness, make willpower save or be suffocated for 1d10 dmg per round, ignores AP and toughness. Death lets the armor take control and attack nearest person

Armor UpgradesHoly Ordos SpecificHexagramatic Wards as upgraded +2500 Very Rare +20 bonus to resist psychic attack, double AP against psychic or warp energy that deals direct damage, maintains ap against warp weapon effect;carapace or power armorShadow GearCameleoline Coating 1000 like wearing cameleoline cloakPreysense Mask 500 like mask bodygloveBlur 1000 like blursuit, including added damageShock-field 2000 like shock carapaceRogue Trader SpecificAdvanced Helmet Systems Very Rare May have any of the following: microbead, vox-caster, grant heightened senses sight, grant dark sight, at best craftmenship, grant ability to make awareness test to detect hidden target as free actionDark Tech SpecificImmateria Ward 1kg 17000 Very Rare Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by psyker, +6 AP vs deamons force and warp energies

Page 56: Dark Heresy Armory v1.41

Ap halved before subtracting penetration

Comes from Edge of Darkness module pg 12, can be worn over whatever is already worn

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

+20 to concealment to infrared sensors of creatures based on sight-heat-10 to sight based tests against user, damage penetration has 2 added, half action to for on/off, lasts two minutes, standard power cell

Page 57: Dark Heresy Armory v1.41

for 3x cost gain sealable hood, gain stealth features, -20 to detect with auspexes, IR vision, and the likeAP doubled against fire, acids, and corrosives, -10 ag test, built in rebreather and photo-visor

Built in Void Suit, comm-bead, and photo-visor

3AP to legs and arms, 5AP to head and body. Built in void suit and photo-visor

light carapace with cameleoline cloak, +20 to concealment, one range bracket further away for ranged attackssuccessive hit with close combat weapon of conductive material, toughness test as if hit in arm with shocking weapon

integral auspex unit, attachment for grav-chute, helmet has rebreather, photo-visor, microbead, clip attachment for lamp pack or vid-recorder which requires a lasgun charge pack to run for a week of continuous useintegral micro-bead, good quality photo-visor, vox-amp, small stab light, uses lasgun charge pack that must be replaced after a week of continous use.

if wearing on arms, body, and legs then +10 str, also size does not increaseif wearing on arms, body, and legs then +20 str

built in photo-visor and respirator, str +10

helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

Every attack, reduce damage by 3d10, double ones means attack slipped through, on result of 8 it burns out, -20 to concealment and stealth, can sustain up to one hour, needs two hours to recharge

against I,E,X; roll 2d10 and reduce dmg, double 1 means bypassed, double ten means damage reduces and shield burned out, battery lasts one hour

roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if blocks more than 12 points, releases light like photon flash grenade

Page 58: Dark Heresy Armory v1.41

when on, gives glow that illuminates user, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedoesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedaemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useonly applies to psychic powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use

+10 to concealment and silent move. Invisible to infrared and dark sight

+1AP, +10 survival tests, re-breather, comm-bead, photo-contacts+10 to Ag tests to maintain footing in treacherous or slick conditions. 6AP to corrosives3 hour rebreather, vox-system, photo-visor, immune to strong winds and storms

-30 to all attacks, perception or awareness to discern anything within the field, +10 awareness to detect user or see exterior of field. Cant be purchased by normal meansif wearer loses conciousness, make willpower save or be suffocated for 1d10 dmg per round, ignores AP and toughness. Death lets the armor take control and attack nearest person

+20 bonus to resist psychic attack, double AP against psychic or warp energy that deals direct damage, maintains ap against warp weapon effect;carapace or power armor

like wearing cameleoline cloak

like blursuit, including added damage

May have any of the following: microbead, vox-caster, grant heightened senses sight, grant dark sight, at best craftmenship, grant ability to make awareness test to detect hidden target as free action

Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by psyker, +6 AP vs deamons force and warp energies

Page 59: Dark Heresy Armory v1.41

-10 to sight based tests against user, damage penetration has 2 added, half action to for on/off, lasts two minutes, standard power cell

Page 60: Dark Heresy Armory v1.41

integral auspex unit, attachment for grav-chute, helmet has rebreather, photo-visor, microbead, clip attachment for lamp pack or vid-recorder which requires a lasgun charge pack to run for a week of continuous useintegral micro-bead, good quality photo-visor, vox-amp, small stab light, uses lasgun charge pack that must be replaced after a week of continous use.

helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

Every attack, reduce damage by 3d10, double ones means attack slipped through, on result of 8 it burns out, -20 to concealment and stealth, can sustain up to one hour, needs two hours to recharge

against I,E,X; roll 2d10 and reduce dmg, double 1 means bypassed, double ten means damage reduces and shield burned out, battery lasts one hour

roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if blocks more than 12 points, releases light like photon flash grenade

Page 61: Dark Heresy Armory v1.41

when on, gives glow that illuminates user, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedoesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedaemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useonly applies to psychic powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use

-30 to all attacks, perception or awareness to discern anything within the field, +10 awareness to detect user or see exterior of field. Cant be purchased by normal meansif wearer loses conciousness, make willpower save or be suffocated for 1d10 dmg per round, ignores AP and toughness. Death lets the armor take control and attack nearest person

+20 bonus to resist psychic attack, double AP against psychic or warp energy that deals direct damage, maintains ap against warp weapon effect;carapace or power armor

May have any of the following: microbead, vox-caster, grant heightened senses sight, grant dark sight, at best craftmenship, grant ability to make awareness test to detect hidden target as free action

Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by psyker, +6 AP vs deamons force and warp energies

Page 62: Dark Heresy Armory v1.41

helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if blocks more than 12 points, releases light like photon flash grenade

Page 63: Dark Heresy Armory v1.41

when on, gives glow that illuminates user, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedoesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech usedaemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech useonly applies to psychic powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use

Page 64: Dark Heresy Armory v1.41

helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

Page 65: Dark Heresy Armory v1.41

doesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use

Page 66: Dark Heresy Armory v1.41

helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP against psychic powers, ap not ignored by warp weapons

Page 67: Dark Heresy Armory v1.41

Clothing & Personal ItemsName Wt Cost Availability InfoBackpack 1kg 10 Plentiful Holds shit up to 50kgCameleoline Cloak .5kg 500 Rare +20 to concealment, standing still counts as one bracket farther away when targetedCharm Var Average depending on charm, could lead to lucky moments at DM discretionChrono 40 Abundant keeps timeClip/Drop Harness 2kg 25 Common +30 to climb tests to descend, cannot fallClothing Var Abundant shows stance and worthExplosive collar 1kg 55 Rare can explode remotely up to 1k, instagibs wearer and 1d10 X to blast(3), removing the collar without the trigger is -20 tech-use test, serious failure detonates, two full to attach to passive ore restrainedFiltration Plugs 15 Common +20 toughness to resist gassesInfra-Red Goggles .5kg 275 Rare No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simple glassesPhoto-Visors/Contacts .5kg 100 Scarce gain dark sight trait, good quality make immune to flash grenadesRe-Breather 1kg 50 Scarce immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 thrones and are scarceRecoil Glove .5kg 85 Rare can fire basic weapon with one hand without penaltyRespirator/Gas-Mask .5kg 25 Average +30 to toughness tests to resist gas, may re-roll if failedVoid Suit 8kg 100 Plentiful full suit with rebreather, can survivor vacuumFeral & Feudal World SpecificBraid Cloak 2kg 80 Uncommon +10 on concealment test when in forest or jungle terrain, +1 AP(primitive)Soul Mask 1kg 200 Scarce cool oversized maskHunting Must .2kg 20 Rare -20 on perception test to detect wearer by smell, lasts 1d10 hoursHive World SpecificGloom Eye 300 Very Rare Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinningOcular Catechizer 250 Scarce +10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can record onto dataslateForge World SpecificOpus Machina .5kg 1500 Tech Priest Only need common lore (machine cult) skill, +10 to fellowship on followers of machine cultFrontier World SpecificAerial Pinions 4 line 10kg 300 Scarce harness that allows traversing below ceilings, half normal speed 6 line 15kg 500 Rare ag test to move normal speedRedole Re-breather 1kg 250 Rare helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must keep gills wetThermal Gloves 1kg 220 Scarce protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun charge pack for 1d5 shotsThe Void SpecificJump Pack 25kg 2000 Rare use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacingMagboots 2kg 65 Average halve movement and ag, in low or no grav no penalty as long as he can walk.Selenite Void Suit 20kg 600 Average last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to head, -10 to ag with Impellor +5kg 200 Scarce propel through open space with movement of 6, don’t work in normal gravityWar Zone SpecificBackpack or Field Sack 2kg 5 Common can serve as bodybagDog Tags 1 PlentifulUniform 3kg 10 CommonShadow GearSpider Pads 1kg 150 Scarce +30 to climb, +10 on scree, talus, or similarGil Filter .5kg 100 Scarce synthetic gill to breath underwater, needs constant immersionHolo Visor .5kg 250 Rare detects infra-red laser on gun that can only be seen in visor, kind of bulky

Page 68: Dark Heresy Armory v1.41

Rogue Trader SpecificNight Cloak 2kg Average absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealment when in darkPreysense Goggles .5kg Rare no penalty in darkness, +20 to vision based percep tests at nightShifting Fabric Very Rare like Rorschach's mask from watchmen but colorfulSurvival Suit Plentiful +20 to toughness test against extreme weatherAscension SpecificBadge of Office Takes many forms, proves position as beloning to inquisitionBackpack Ammo/Power Pack 15kg halve normal capacity for misc, other half has ammo, can store 300 normal las, 80 melta or plasma, 200 SP&bolt, 60 flameCerebral Plug allow hands free control of systems capable of connectionGrav-chute 20kg antigrav units slow fall to safe speed, when it deploys, roll 1d10, 1 results in failed deployment, +10 ag test to manually deploy, fall additional 100 meters, minimum 50m to slow to survivalble speedSentinel Array 12kg backpack full of sensors, requires cerebral plug to use, when used test WP +10, failure means gain 1d5 fatigue, lasts 10 hours, +30 to awareness, unnatural senses within 50m, can see in all directions including through objects, cant see through solid meter of wall or more, half action to lock onto a target, can keep lock up to 100 metersVindicare Spy Mask 2kg built in auspex, high quality magnoculars, good photo-visor, pict recorder, re-breather, and vox caster, re-roll any failed percep test, does not suffer from cameleoline covered enemy, coded to one user -30 techuse and medicae to change programmed user.Vindicare Stealth Suit 5kg cant be worn under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change

Drugs & ConsumablesName Wt Cost Availability InfoAmasec 50 Scarce alcohol drinkDe-Tox 65 Rare immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside youFrenzon 95 Very Rare become fearless and gain frenzy talent. Lasts 1d10 minutesInjector 5 Abundant inject drugs, full actionLho-sticks 10 Common cigsMedikit 2kg 150 Common +20 to medicae test, 6 doses of stimm and other suppliesObscura 28 Rare illegal recreational drugRation Packs 10 Plentiful FOODRecaf 5 Abundant basically teaRotgut Booze 10 Abundant basic boozeSacred Machine Oil 150 Very Rare full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immuneSlaught 75 Scarce increase Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hoursSpook 395 Rare see pg149Stimm 20 Average lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 to str, toughness and agFeral & Feudal World SpecificFeral Healer's Kit 2kg 50 Average +10 medicae testFeudal Healer's Kit 3kg 100 Scarce +10 medicae testSleep Dust .5kg 100 Rare 10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hoursSour Mud 3kg 45 Uncommon +10 medicae tests for disease and fevers, full action to stop blood lossStyckle Oil .5kg 12 Scarce Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks or 12 hoursBelly-Churn 1kg 10 Average Cheese that curdled in an animals stomachSpirit Tonic .1kg 12 Common +10 bonus on fear tests, -10 int, lasts 1d5 hours, addictiveStyger Milk .3kg 75 Very Rare +20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughnessHive World SpecificGorsk White Gyn 5 Common -20 Carouse to drinkQuaddis Wine Sorrowful Vintage 250 Rare Imitation of the best wine in Calixis Golden Tokay 1000 Very Rare The best wine in CalixisKataline Malmsey 10000 Very Rare Holy Grail of Wine

Page 69: Dark Heresy Armory v1.41

Night Dust 25 Very Rare smoking is -20 to all tests, 2d10 minutes later the victim falls into deep slumber with vivid and violent dreams, lasts 1d10 hours, after waking +10 wp test or 1d5 sanity; drinking lasts 4d10 hours, wp test after waking is -10 wpPanimmune 40 Average +30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued, redose negates, over 8 hours on drug test toughness or -10 to str and toughness for one hour and permanently lose 1d5 WPSlam 100 Very Rare x2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and agSomna 500 Scarce -10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days, to wake prematurely apply stimm to chest, toughness test or die from cardiac arrestVerita 500 Very Rare -10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruptionForge World SpecificThe Tears of the Dragon 6000 Very Rare -10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10Frontier World SpecificDryas (per dose) 200 Rare lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damagePolygum 75 Very Rare does too many things, pg 154 Inq HandbookRation Grubs 15 Average Enough nutrients for a day, bad for long term dietCoral Paste 1kg 225 Very Rare covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorinThe Void SpecificPloin Juice .5kg 25 Scarce Popular space juiceWar Zone SpecificCivilian Relief Rations .5kg 2 Plentiful Barely keeps someone alive, literal brick of foodCombat Ration Pack 1kg 2 Plentiful Standard Ration for battleDaily Prayers 1 Average contains prayers on edible paper, Emergency Rations 1kg 10 Average step above relief rationLong Duration Ration Pack 1kg 5 Common like standard with higher energyCast Spray 55 Scarce Spray on cast, reduces difficulty of medicae test to stop blood loss by one stepCounterseptic Drugs 25 Common +20 to resist disease or infections for 6 hoursGhostfire Extract 300 Very Rare gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of damageHalo 100 Common -10 to Perception for 1d10 hours. +10 to resist fear and pinningKick 75 Average removes fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatigueRainbow 75 Rare reroll any failed test to resist disease or toxin, stops bloodloss, toughness or take 1d5 damage, ignore ap and TBSynth-Skin 50 Average full action, stops blood lossToxin Wands .2kg 100 Scarce determine if someone is poisoned with perception test or +20 medicae, 2 degrees of success identifies antidoteRogue Trader SpecificMedkit(Advanced) 5kg Rare +20 to Medicae Test, can be used without training in skillhigh provender Very Rare High scale foodsacred unguents Very Rare full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon, immediately unjamsThosophit's Philtre Very Rare Sophisticated liquorTranq Abundant numbing low-hive alcohol

ToolsName Wt Cost Availability InfoAuspex/Scanner .5kg 145 Scarce +20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Standard range is 50m, walls 50cm thick and certain materials can blockAuto Quill 55 Scarce +10 to trade(copyist)Combi-tool 1kg 200 Rare +10 to tech-useData-slate .5kg 25 Common hold digital infoDemo Charge 1kg 250 Scarce 3d10X+2xweight. Blast area is weight x5, for setting pg101Excruciator Kit 1kg 375 Very Rare 20 to InterrogationGlow-globe/Lamp pack .5kg 15 Abundant illuminate area of dozen or more meters, lasts 1d5 hours before needing rechargeGrapnel 2kg 30 Common fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow

Page 70: Dark Heresy Armory v1.41

Lascutter 4kg 65 Average can cut or weld 10cm a turn, altering time for thickness, not combat capableMagnoculars .5kg 55 Average binoculars with a cooler nameManacles 1kg 35 Plentiful handcuffsMicro-bead 20 Average comm device with range of 1km, range can be reducedMultikey 150 Scarce +30 to security when opening locksPict Recorder 1kg 100 Average video cameraPsy-Focus 100 Rare +10 invocation tests for psykersScreamers 2kg 140 Scarce proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1kmStummers 2kg 25 Average opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hourVox-caster 4kg 300 Scarce comm device to send signals over great distance, ordinary (+10) tech-use testWriting Kit 2kg 20 Common contains what would be expectedFeral & Feudal World SpecificCaltrop .1kg 6 Rare Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fail quarters. Remains until medical treatmentCapsican Trap 3kg 20 Uncommon -10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fireGlo-slug of Dusk .1kg 8 Rare lights area of meters equal to the number of slugs put togetherKill Stick .3kg 1 Common stepping into area, AG test or take 1d10+2RPowder Bomb 1.5kg 17 Uncommon Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. Lasts 2d10 roundsSkeleton Key .1kg 24 Rare used to open all doors in regionSkem Net 3kg 85 Rare net with toxic and snare traitsSmoke Flare .4kg 12 Scarce thick black smoke covers 40m area, clears in 1d5 to 2d10 minutesSpark Rocks 1kg 2 Common start fires even when wet, packing together may cause sparksSpine Pick 1kg 25 Uncommon +10 to climb, or improvised weaponStink Bomb 1kg 6 Common Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fatigueHive World SpecificAxe-Rake 4kg 20 Abundant +10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and UnbalancedCognomen Varies Plentiful hiver ID cardForgery Kit Varies 400 Scarce +10 to Trade(copyist) or tech-use to copy, forge, or fabricate, good gives +20, best gives +30Heretic's Wake Deck 10 Scarce Heretical card gameHolo Wafer 5 Scarce Assassin "calling cards"Mantle Shrine 1kg 30 Abundant Portable shrinePenthrift Dreadfuls 1 Average anti xenos propagandaSalvation Auger Basic 20 Common detects radiation, airborne toxins, and pollutants. Beeps when there is danger Superior 80 Average detects radiation, airborne toxins, and pollutants. +10 tech-use to identify dangerVox-Phonograph 20kg 200 Average plays video cylinder double price to record video and play video from other sources Cylinder 1kg 20 Common Contains videosVox-Thief picks up, stores, and analyses vox and data transmission, -10 tech-use to use properly, more difficult tasks are harder Short-Range .5kg 500 Rare data-slate sized Long-Range 15kg 3000 Rare backpack sizedWard Accessor 25 Average Blank Security CardForge World SpecificCogitator Emplaced 100kg 4000 Average analyze and process vast data, +20 to tests. Failure leads to inaccuracies Personal 1.5kg 750 Average +10 to test in analyzing data-slatesGrey Device 3kg 500 Rare heretical prognostication device -30 test to locate, cant with tech priests around

Page 71: Dark Heresy Armory v1.41

Holo-Projector 40kg 3000 Scarce Projection deviceIsotropic Fuel Rods 10kg 5000 Average Concentrated Power Source that can last several weeks.Greater Icon of Passage .5kg 12000 Tech Priest Only Set of Multikeys, +10 security tests to disable alarms and communicate to machine spiritsFrontier World SpecificCalixis Survival Kit 120 Average +10 to survival testsBeetle Tent 3 person 5kg 60 Common Armored tents AP 8 (primitive), minor camouflage 6 person 10kg 100 Scarce Extra Armour 8kg 80 Rare AP to 12Camp Warders 4kg 310 Rare data-linked to camp warder, when detecting intruder, camp warders dig underneath their feet and start stabbing upward, discouraging intrusion, bestial trait creature -20 WP or fleePoi-Savant 300 Rare +20 tech-use to use, detects if food is edible. Failure gives inconclusiveShade-Servitor 3kg 400 Rare fans owner to resist heatSky Eye 4kg 1500 Very Rare recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point dmg before destructionThe Void SpecificEmergency Kit 6kg 300 Common glowstick lasts 1d5 hours, power cell for glowstick or em vox for 1d5 hours, laspistol for 5 shots, food and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad tabs, hull-sealant sprayMelta Gel 200 Rare paste that can cut through metalNavis Prima Priceless Very Rare contain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20 stellarWar Zone SpecificThe 9-70 Entrenching Tool 2kg 15 Average nasty improvised weaponBedroll 4kg 8 Plentiful includes blanketsCompass/Orienting Device 25 ScarceHostile Weather Gear 2kg 10 CommonInfantryman's Uplifting Primer .3kg 5 PlentifulInfantry Lamp Pack 1kg 10 Average lasts 1d5+5 on standard charge, hold or attach to bayonet lugMess Kit .5kg 5 PlentifulPersonal Grooming Kit .1kg 2 CommonSandbags 5kg 4 Plentiful can make pillowTent 9kg 40 Average fits two, waterproof, reflective on one sideTool Kit 1kg 15 Common for maintenance and routine repairWeapon/ Gear Storage 1kg 5 Common holds up to 15kgWeapon Maintenance Kit 1kg 20 AverageWhistle 5 PlentifulHoly Ordos SpecificNull Box 20kg 25000 Very Rare portable stasis field in box, all time and motion in box stops creating psychic dead zonePsy-Jammer Amulet .5kg 7000 Very Rare +20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage Implant 12000 Very RarePsy-Tracker 1.5kg 1000 RareShadow GearPrivacy Field 10kg 1250 Rare 5m radius area that blocks sound, vox, and pict-castingLine Ascender 1kg 100 Scarce full action to move ag bonus on a rope line, half action to disengageVox Tracker 6kg 450 Scarce 2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use testIntrusion Spirit .5kg 500 Very Rare one time use of +30 to security or tech-use to beat lock or security system with portTracking Device .5kg 200 Scarce tracking device size of coin, attaches to most anything, removed with relative easeVox Bug 500 Rare records and transmits sound to user up to 1km

Page 72: Dark Heresy Armory v1.41

Pict Fly 1000 Rare broadcasts video and poor quality sound to pict-casterPict-Caster 5kg 400 ScarceRogue Trader SpecificAlmanac Astrae Divinitus 4kg Extremely Rare +10 to Navigation, pilot, scholastic lore(astromancy) or trade(astrographer) where info relevantArms Coffer 6kg Average Gun carrying caseCalculance Array 120kg Scarce +10 to commerce skill testsData-loom (Hadd-Pattern) 13kg Very Rare +10 to logic tests, can use to reduce research and investigation times at dms discretionDiagnostor 4kg Very Rare +20 to medicae or perception to detect ailment, success indicates proper treatmentGrav Chute 15kg Rare slows falls, can hover for one minute, hour of use uses all the powerLord-Captain's Baton 1kg Very Rare see page 145 of Rogue TraderMefonte's Orthodoxy 2kg Scarce +10 to charm tests involving religious oratory or inspiration and an imperial audienceMulticompass 4kg Near Unique +10 to survival and navigation (land) testsRenumeration Engine 7kg Very Rare attempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests to constantly attendVenom Ring Very Rare -20 to tests to detect user introducing poison into food or drinkDark Tech SpecificMurder Cogitator 1.5kg 9000 Rare tech use, retrieves specific info, then destroys whatever its connected toPrognosticaon 3kg 5000 Rare 1d10 CP, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbook for moreSpeculum Umbrae 10kg 60000 Very Rare summon souls of the dead to answer questions, pg 195 Radicals handbookXenos Tech SpecificQ'Orl Mind Grub 1kg Special Special When used on psyker, halves willpower to resist psykic powers or other commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against wp of grub, failure means mind control, 1d10 insanity per day grub is implantedOtherHand Vox From Edge of Darkness module pg 12. Basically a walkie talkie, performs just like a micro-beadChem Lamp From Edge of Darkness module pg 12. Can illuminate area of 3m radius or direct beam in one direction for 6mBiosample Kit From Edge of Darkness module pg 12. Carries three small biostorage tubes, a small bioauspex with a meter range to detect anomalous human tissue, and a monoscalpel(1d5-1+SB pen 2)Electric Torch From Shattered Hope module pg 13. A simple flashlight

Page 73: Dark Heresy Armory v1.41

+20 to concealment, standing still counts as one bracket farther away when targeteddepending on charm, could lead to lucky moments at DM discretion

+30 to climb tests to descend, cannot fall

can explode remotely up to 1k, instagibs wearer and 1d10 X to blast(3), removing the collar without the trigger is -20 tech-use test, serious failure detonates, two full to attach to passive ore restrained

No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simple glassesgain dark sight trait, good quality make immune to flash grenadesimmune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 thrones and are scarcecan fire basic weapon with one hand without penalty+30 to toughness tests to resist gas, may re-roll if failedfull suit with rebreather, can survivor vacuum

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

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

Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning+10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can record onto dataslate

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

harness that allows traversing below ceilings, half normal speed

helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must keep gills wetprotect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun charge pack for 1d5 shots

use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacinghalve movement and ag, in low or no grav no penalty as long as he can walk.last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to head, -10 to agpropel through open space with movement of 6, don’t work in normal gravity

+30 to climb, +10 on scree, talus, or similarsynthetic gill to breath underwater, needs constant immersiondetects infra-red laser on gun that can only be seen in visor, kind of bulky

Page 74: Dark Heresy Armory v1.41

absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealment when in darkno penalty in darkness, +20 to vision based percep tests at nightlike Rorschach's mask from watchmen but colorful+20 to toughness test against extreme weather

Takes many forms, proves position as beloning to inquisitionhalve normal capacity for misc, other half has ammo, can store 300 normal las, 80 melta or plasma, 200 SP&bolt, 60 flameallow hands free control of systems capable of connectionantigrav units slow fall to safe speed, when it deploys, roll 1d10, 1 results in failed deployment, +10 ag test to manually deploy, fall additional 100 meters, minimum 50m to slow to survivalble speedbackpack full of sensors, requires cerebral plug to use, when used test WP +10, failure means gain 1d5 fatigue, lasts 10 hours, +30 to awareness, unnatural senses within 50m, can see in all directions including through objects, cant see through solid meter of wall or more, half action to lock onto a target, can keep lock up to 100 metersbuilt in auspex, high quality magnoculars, good photo-visor, pict recorder, re-breather, and vox caster, re-roll any failed percep test, does not suffer from cameleoline covered enemy, coded to one user -30 techuse and medicae to change programmed user.cant be worn under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change

immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside youbecome fearless and gain frenzy talent. Lasts 1d10 minutes

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

full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immuneincrease Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hours

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

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

Imitation of the best wine in Calixis

Page 75: Dark Heresy Armory v1.41

smoking is -20 to all tests, 2d10 minutes later the victim falls into deep slumber with vivid and violent dreams, lasts 1d10 hours, after waking +10 wp test or 1d5 sanity; drinking lasts 4d10 hours, wp test after waking is -10 wp+30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued, redose negates, over 8 hours on drug test toughness or -10 to str and toughness for one hour and permanently lose 1d5 WPx2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag-10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days, to wake prematurely apply stimm to chest, toughness test or die from cardiac arrest-10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruption

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

lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damagedoes too many things, pg 154 Inq HandbookEnough nutrients for a day, bad for long term dietcovers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin

Barely keeps someone alive, literal brick of food

contains prayers on edible paper,

like standard with higher energySpray on cast, reduces difficulty of medicae test to stop blood loss by one step+20 to resist disease or infections for 6 hoursgives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of damage-10 to Perception for 1d10 hours. +10 to resist fear and pinningremoves fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatiguereroll any failed test to resist disease or toxin, stops bloodloss, toughness or take 1d5 damage, ignore ap and TB

determine if someone is poisoned with perception test or +20 medicae, 2 degrees of success identifies antidote

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

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

+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Standard range is 50m, walls 50cm thick and certain materials can block

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

illuminate area of dozen or more meters, lasts 1d5 hours before needing rechargefires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow

Page 76: Dark Heresy Armory v1.41

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

comm device with range of 1km, range can be reduced+30 to security when opening locks

proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1kmopposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hourcomm device to send signals over great distance, ordinary (+10) tech-use testcontains what would be expected

Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fail quarters. Remains until medical treatment-10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on firelights area of meters equal to the number of slugs put togetherstepping into area, AG test or take 1d10+2RThrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. Lasts 2d10 rounds

thick black smoke covers 40m area, clears in 1d5 to 2d10 minutesstart fires even when wet, packing together may cause sparks+10 to climb, or improvised weaponThrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fatigue

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

+10 to Trade(copyist) or tech-use to copy, forge, or fabricate, good gives +20, best gives +30

detects radiation, airborne toxins, and pollutants. Beeps when there is dangerdetects radiation, airborne toxins, and pollutants. +10 tech-use to identify dangerplays video cylinder double price to record video and play video from other sources

picks up, stores, and analyses vox and data transmission, -10 tech-use to use properly, more difficult tasks are harder

analyze and process vast data, +20 to tests. Failure leads to inaccuracies+10 to test in analyzing data-slatesheretical prognostication device -30 test to locate, cant with tech priests around

Page 77: Dark Heresy Armory v1.41

Concentrated Power Source that can last several weeks.Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits

Armored tents AP 8 (primitive), minor camouflage

data-linked to camp warder, when detecting intruder, camp warders dig underneath their feet and start stabbing upward, discouraging intrusion, bestial trait creature -20 WP or flee+20 tech-use to use, detects if food is edible. Failure gives inconclusive

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

glowstick lasts 1d5 hours, power cell for glowstick or em vox for 1d5 hours, laspistol for 5 shots, food and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad tabs, hull-sealant spraypaste that can cut through metalcontain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20 stellar

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

fits two, waterproof, reflective on one sidefor 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 direct damage

5m radius area that blocks sound, vox, and pict-castingfull action to move ag bonus on a rope line, half action to disengage2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use testone time use of +30 to security or tech-use to beat lock or security system with porttracking device size of coin, attaches to most anything, removed with relative easerecords and transmits sound to user up to 1km

Page 78: Dark Heresy Armory v1.41

broadcasts video and poor quality sound to pict-caster

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

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

+10 to charm tests involving religious oratory or inspiration and an imperial audience+10 to survival and navigation (land) testsattempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests to constantly attend-20 to tests to detect user introducing poison into food or drink

tech use, retrieves specific info, then destroys whatever its connected to1d10 CP, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbook for moresummon souls of the dead to answer questions, pg 195 Radicals handbook

When used on psyker, halves willpower to resist psykic powers or other commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against wp of grub, failure means mind control, 1d10 insanity per day grub is implanted

From Edge of Darkness module pg 12. Basically a walkie talkie, performs just like a micro-beadFrom Edge of Darkness module pg 12. Can illuminate area of 3m radius or direct beam in one direction for 6mFrom Edge of Darkness module pg 12. Carries three small biostorage tubes, a small bioauspex with a meter range to detect anomalous human tissue, and a monoscalpel(1d5-1+SB pen 2)From Shattered Hope module pg 13. A simple flashlight

Page 79: Dark Heresy Armory v1.41

can explode remotely up to 1k, instagibs wearer and 1d10 X to blast(3), removing the collar without the trigger is -20 tech-use test, serious failure detonates, two full to attach to passive ore restrained

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

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

Page 80: Dark Heresy Armory v1.41

antigrav units slow fall to safe speed, when it deploys, roll 1d10, 1 results in failed deployment, +10 ag test to manually deploy, fall additional 100 meters, minimum 50m to slow to survivalble speedbackpack full of sensors, requires cerebral plug to use, when used test WP +10, failure means gain 1d5 fatigue, lasts 10 hours, +30 to awareness, unnatural senses within 50m, can see in all directions including through objects, cant see through solid meter of wall or more, half action to lock onto a target, can keep lock up to 100 metersbuilt in auspex, high quality magnoculars, good photo-visor, pict recorder, re-breather, and vox caster, re-roll any failed percep test, does not suffer from cameleoline covered enemy, coded to one user -30 techuse and medicae to change programmed user.cant be worn under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change

Page 81: Dark Heresy Armory v1.41

smoking is -20 to all tests, 2d10 minutes later the victim falls into deep slumber with vivid and violent dreams, lasts 1d10 hours, after waking +10 wp test or 1d5 sanity; drinking lasts 4d10 hours, wp test after waking is -10 wp+30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued, redose negates, over 8 hours on drug test toughness or -10 to str and toughness for one hour and permanently lose 1d5 WP

-10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days, to wake prematurely apply stimm to chest, toughness test or die from cardiac arrest-10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruption

+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Standard range is 50m, walls 50cm thick and certain materials can block

Page 82: Dark Heresy Armory v1.41

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

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

Page 83: Dark Heresy Armory v1.41

data-linked to camp warder, when detecting intruder, camp warders dig underneath their feet and start stabbing upward, discouraging intrusion, bestial trait creature -20 WP or flee

glowstick lasts 1d5 hours, power cell for glowstick or em vox for 1d5 hours, laspistol for 5 shots, food and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad tabs, hull-sealant spray

Page 84: Dark Heresy Armory v1.41

When used on psyker, halves willpower to resist psykic powers or other commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against wp of grub, failure means mind control, 1d10 insanity per day grub is implanted

From Edge of Darkness module pg 12. Carries three small biostorage tubes, a small bioauspex with a meter range to detect anomalous human tissue, and a monoscalpel(1d5-1+SB pen 2)

Page 85: Dark Heresy Armory v1.41

backpack full of sensors, requires cerebral plug to use, when used test WP +10, failure means gain 1d5 fatigue, lasts 10 hours, +30 to awareness, unnatural senses within 50m, can see in all directions including through objects, cant see through solid meter of wall or more, half action to lock onto a target, can keep lock up to 100 meters

cant be worn under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change

Page 86: Dark Heresy Armory v1.41

When used on psyker, halves willpower to resist psykic powers or other commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against wp of grub, failure means mind control, 1d10 insanity per day grub is implanted

Page 87: Dark Heresy Armory v1.41

cant be worn under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change

Page 88: Dark Heresy Armory v1.41

ServicesType Cost AvailabilityAccommodationLow Grade (Hab sleeper capsule, grox pen, bilge berth) 5 plentifulMid grade (Down cell, single room, mid cabin) 20 commonHigh grade(grand hall, high berth quarters) 100 scarce

ProvisionsLow Grade(Vermin meat, silt ale, hydro-fungus) 1 plentifulMid Grade(proto paste, side of grox, round of amasec) 5 commonHigh Grade(roasted vex worm, liquid of amberic) 40 scarce

TransportationLow Grade(dust dog, sub-level conveyer, silt barge) 5 plentifulMid Grade(light civ ground vehicle, atmospheric flight) 20 commonHigh Grade(Low orbit flight, sedan chair) 150 scarce

Inter-Stellar Transportation(per person)Tramp Freighter 2000 AverageVoid Jumper 2800 ScarcePassenger Ship 2200 ScarceOrbital Shuttle 350 AveragePilgrim Ship 850 RareBulk Transport 7500 Very RareSystem Ship 2500 AverageBerthing(single night)Low Grade(unpowered decks, cargo holds, bilge berths) 5 PlentifulMid Grade(basic quarters, passenger cabins, small staterooms) 20 CommonHigh Grade(gilded villas, noble born suites, starlane lodges) 100 ScarceShipboard Meals(single meal)Low Grade(fungus bread, condensation water, void sweat) 1 PlentifulMid Grade(vatmeal cakes, Grox hash, Josian Ale) 5 CommonHigh Grade(fresh fruit, jellied Grox tongue, amasec) 40 Scarce

Medicae Care EffectPoor(feral shaman) 50 Average Int 30, medicae skillAverage(trained medic) 75 Scarce Int 40, medicae skillGood(trained doctor, med-servitor) 150 Rare Int 50, medicae skill +10Excellent(skilled physician) 500 Very Rare int 60, medicae skill +20, master chiurgeonFeral and Feudal World SpecificFeral 50 Scarce Int 40, medicae skill, unpleasant herbsFeudal 75 Scarce int 40, medicae skill, leechesParasite Removal 20 Average removes parasitesHive World SpecificResusatrix Chamber 200kg 7500 Rare halves time to heal, prevents infection, +10 to toughness to overcome poison and disease, serious injuries still need special attention, +20 to diagnose a patient, can only be used by those with medicae and tech-use

Page 89: Dark Heresy Armory v1.41

Single Use of chamber 200 Rare

OtherFeral and Feudal World SpecificGuard 75* Average Fights for youGuide 15* Scarce +20 to navigation and survival testsPorter 10* Plentiful carries gearTrophy Maker 50 Scarce prepares and preserves trophiesHive World SpecificLuminum Tats 10-100 Average retarded cousin of electoos*per week

Page 90: Dark Heresy Armory v1.41

Int 50, medicae skill +10int 60, medicae skill +20, master chiurgeon

Int 40, medicae skill, unpleasant herbsint 40, medicae skill, leeches

halves time to heal, prevents infection, +10 to toughness to overcome poison and disease, serious injuries still need special attention, +20 to diagnose a patient, can only be used by those with medicae and tech-use

Page 91: Dark Heresy Armory v1.41

+20 to navigation and survival tests

prepares and preserves trophies

retarded cousin of electoos

Page 92: Dark Heresy Armory v1.41

halves time to heal, prevents infection, +10 to toughness to overcome poison and disease, serious injuries still need special attention, +20 to diagnose a patient, can only be used by those with medicae and tech-use

Page 93: Dark Heresy Armory v1.41

CyberneticsThe difference in quality imposes many varied differences for each implant and should be further looked intoMaximum number of mechadendrites equal to Toughness bonusName Cost AvailabilityBionic Arm 1000 ScarceBionic Locomotion 1500 ScarceBionic Respiratory System 800 RareAuger Arrays 1000 Rare acts as standard auspex, half action to concentrateBallistic Mechadendrite 600 Adeptus Mechanicus only uses laspistol with compact upgrade, need talent to use, can use as a reaction or half. Normal BSCortex Implants 5000 Very Rare restore paralyzed and brain damaged people to functional standardCybernetic Senses 2250 Rare duplicate normal sensesManipulator Mechadendrite 500 Adeptus Mechanicus only +20 to str, can tether techpriest with clamps, counts as clubMedicae Mechadendrite 500 Adeptus Mechanicus only +10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 interrogationMind Impulse Unit 1750 Rare interface with tech devices, +10 Tech-use, pilot, or drive when linkedOptical Mechadendrite 400 Adeptus Mechanicus only +10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at nightUtility Mechadendrite 500 Adeptus Mechanicus only +10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell get +10, has knife with defense and monoForge World SpecificChem Implants Chem Glands 5000* Very Rare Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage Injector Rig 750* Scarce Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating APConcealed Weapon Bionic Conceal pistol or short singlehanded melee, if overheats or catastrophic jam, arm disabled Poor 150** Scarce weapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate Common 300** Scarce as poor, but not unreliable Good 750** Rare weapon is best qualityHermetic Infussion need autosanguine talent, replaces human blood, cant treat blood loss or severe injuries with transfusion or reg med treatment, need own care or Magos Biologis Common 3000 Tech Priest Only +10 to resist toxins, disease, and radioactive substance, gains die hard talent Good 17000 Tech Priest Only as common but +20 instead and gain regeneration talentMining Helot Augmetics 2000 Scarce extra limb with breacher, str and toughness +10, -10 ag, 1d10 insanityThe Rite of Setesh 100000 Very Rare gain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effectsVehicle Interface Circuits 2000 Rare +10 to pilot vehicles with interface, percep test to determine state of vehicle*Does not include cost of drugs**Does not include cost of weapon and bionic armRogue Trader SpecificAugmented Senses Rare Gives Heightened Senses talent for any one senseBaleful Eye Near Unique can shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in meleeBionic Heart Rare +1AP to body, stacks with armor, gain sprint talentCalculus Logi Upgrade Very Rare +10 to literacy, logic, or scholastic lore testsCranial Armor Scarce +1 AP to head, stacks with armorLocator Matrix Rare know magnetic north, present location, velocity, altitude, time of day and other info, need maps to be effective infoMemorance Implant Rare +10 trade, remembrancer) tests, or other tests in social situations where recorded info provides value, grants total recall talentMIU Weapon Interface Rare can remotely operate a single weapon which is normally attached to the shoulder. Fire an additional weapon as free action with full bs skill, weapon has to be connected to MIU weapon interfaceRespiratory Filter Implant Rare ignore toxic gases or atmospheric contaminantsScribe-tines Scarce +10 to investigation skill testsSubskin Armour Very Rare +2 AP to arms, body, legs. Stacks with armorSynthetic Muscle Grafts Rare +1 to str bonus, best quality gives unnatural str trait but -10 to agVoidskin Scarce resist damage to void for d10+3 rounds past normal durationVolitor Implant Rare hide certain info in artificial memory or prevent certain task, attempt to force info or task can knock out or kill userVox Implant Scarce built in microbead, often hardwired to ships vox frequency

Page 94: Dark Heresy Armory v1.41

Dark Tech SpecificMalygrisian Bioforging 20000 Very Rare after 1d5 weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int, and fel each month without treatment, after 10 points lost cant pass as pure of geneXenos Tech SpecificTransgenic Grafting 20000 Very Rare surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penaltiesAscension SpecificPlasma-cutter Mechadendrite Adeptus Mechanicus only can cut through a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can go 20 minutes of cutting, or fire 40 shots before refueling, uses mechadendrite (gun) talentServo-Arm Adeptus Mechanicus only arm has str of 65 and unnatural str x2 for lifting, pick up and move objects as free action, can use as weapon, use as reaction or half action, -10 WS to hit, deals 2d10+12I with pen 2, utility talent to use

Page 95: Dark Heresy Armory v1.41

The difference in quality imposes many varied differences for each implant and should be further looked into

acts as standard auspex, half action to concentrateuses laspistol with compact upgrade, need talent to use, can use as a reaction or half. Normal BSrestore paralyzed and brain damaged people to functional standard

+20 to str, can tether techpriest with clamps, counts as club+10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 interrogationinterface with tech devices, +10 Tech-use, pilot, or drive when linked+10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at night+10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell get +10, has knife with defense and mono

Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating APConceal pistol or short singlehanded melee, if overheats or catastrophic jam, arm disabledweapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate

need autosanguine talent, replaces human blood, cant treat blood loss or severe injuries with transfusion or reg med treatment, need own care or Magos Biologis+10 to resist toxins, disease, and radioactive substance, gains die hard talentas common but +20 instead and gain regeneration talentextra limb with breacher, str and toughness +10, -10 ag, 1d10 insanitygain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects+10 to pilot vehicles with interface, percep test to determine state of vehicle

Gives Heightened Senses talent for any one sensecan shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in melee+1AP to body, stacks with armor, gain sprint talent+10 to literacy, logic, or scholastic lore tests+1 AP to head, stacks with armorknow magnetic north, present location, velocity, altitude, time of day and other info, need maps to be effective info+10 trade, remembrancer) tests, or other tests in social situations where recorded info provides value, grants total recall talentcan remotely operate a single weapon which is normally attached to the shoulder. Fire an additional weapon as free action with full bs skill, weapon has to be connected to MIU weapon interfaceignore toxic gases or atmospheric contaminants

+2 AP to arms, body, legs. Stacks with armor+1 to str bonus, best quality gives unnatural str trait but -10 to agresist damage to void for d10+3 rounds past normal durationhide certain info in artificial memory or prevent certain task, attempt to force info or task can knock out or kill userbuilt in microbead, often hardwired to ships vox frequency

Page 96: Dark Heresy Armory v1.41

after 1d5 weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int, and fel each month without treatment, after 10 points lost cant pass as pure of gene

surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penalties

can cut through a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can go 20 minutes of cutting, or fire 40 shots before refueling, uses mechadendrite (gun) talentarm has str of 65 and unnatural str x2 for lifting, pick up and move objects as free action, can use as weapon, use as reaction or half action, -10 WS to hit, deals 2d10+12I with pen 2, utility talent to use

Page 97: Dark Heresy Armory v1.41

+10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell get +10, has knife with defense and mono

Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating AP

need autosanguine talent, replaces human blood, cant treat blood loss or severe injuries with transfusion or reg med treatment, need own care or Magos Biologis

can remotely operate a single weapon which is normally attached to the shoulder. Fire an additional weapon as free action with full bs skill, weapon has to be connected to MIU weapon interface

Page 98: Dark Heresy Armory v1.41

after 1d5 weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int, and fel each month without treatment, after 10 points lost cant pass as pure of gene

surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penalties

can cut through a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can go 20 minutes of cutting, or fire 40 shots before refueling, uses mechadendrite (gun) talentarm has str of 65 and unnatural str x2 for lifting, pick up and move objects as free action, can use as weapon, use as reaction or half action, -10 WS to hit, deals 2d10+12I with pen 2, utility talent to use

Page 99: Dark Heresy Armory v1.41

after 1d5 weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int, and fel each month without treatment, after 10 points lost cant pass as pure of gene

surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penalties

can cut through a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can go 20 minutes of cutting, or fire 40 shots before refueling, uses mechadendrite (gun) talent

Page 100: Dark Heresy Armory v1.41

surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penalties

Page 101: Dark Heresy Armory v1.41

Forge World SpecificName Cost AvailabilityServitorsJanus Simulacta 20000 Very RarePraetorian 35000+weapons Magos onlyUpgradesCyber-Creature Upgrade 3000+ ScarceAdditional Implants as per humanx2 as per humanPer Machine(+1) 500Fearless 250Cortex (Skill implant) 1000 Very RareCortex(talent implant) 500 ScarcePsyber-Creature Upgrade 5000+ RarePsyber-Lure(implant) 1000 RareFamiliarsGuardian Servo-Skull Combat 1750 Rare Gun 2000+weapon RareMonotask Servo-skull Auger 1500 Rare Courier 1800 RareIlluminator 950 ScarceLoud Hailer 1000 ScarceMedicae 2500 RareUtility 1500 ScarceRogue Trader SpecificServitor(Labor, Simple Monotask) ScarceServitor(Combat) RareServitor(Complex Multitask) RareServo-skull ScarceGrapplehawk Very Rare pg 375 of Rogue Trader

Page 102: Dark Heresy Armory v1.41

pg 375 of Rogue Trader

Page 103: Dark Heresy Armory v1.41

Core Rulebook AvailabilityDifficulty by populationAvailability Below 1000 Below 10,000 Below 100,000 100,000 or moreVery Rare GM's discretion Very Hard Hard DifficultRare Very Hard Hard Challenging ChallengingScarce Hard Challenging Average OrdinaryAverage Difficult Challenging Ordinary RoutineCommon Challenging Ordinary Routine EasyPlentiful Ordinary Routine Easy AutomaticAbundant Routine Easy Automatic Automatic

Consequences of availabilityAvailability Difficulty ModifierVery Rare Very Hard -30Rare Hard -20Scarce Difficult -10 *ever used?Average Challenging 0Common Average 10Plentiful Routine 20Abundant Easy 30

Base Time Taken by AvailabilityPopulation Very Rare Rare Scarce Average Common PlentifulBelow 1,000 1d10 hours 1 hour 30 minutes 15 minutes 10 minutes 5 minutesBelow 10,000 1d10 days 1d10 hours 1 hour 30 minutes 15 minutes 10 minutesBelow 100,000 1d10 weeks 1d10 days 1d10 hours 1 hour 30 minutes 15 minutes100,000 or more 1d5 months 1d10 weeks 1d10 days 1d10 hours 1 hour 30 minutes

Rogue Trader AvailabilityDifficulty by populationAvailability Below 1000 Below 10,000 Below 100,000 100,000 or moreUbiquitous Easy (+30) Automatic Automatic AutomaticAbundant Routine (+20) Easy (+30) Automatic AutomaticPlentiful Ordinary (+10) Routine (+20) Easy (+30) AutomaticCommon Challenging (0) Ordinary (+10) Routine (+20) Easy (+30)Average Difficult (-10) Challenging (0)Ordinary (+10) Routine (+20)Scarce Hard (-20) Difficult (-10) Challenging (0) Ordinary (+10)Rare Very Hard (-30) Hard (-20) Difficult (-10) Challenging (0)Very Rare Ardous (-40) Very Hard (-30)Hard (-20) Difficult (-10)Extremely Rare Punishing (-50) Ardous (-40) Very Hard (-30) Hard (-20)Near Unique Hellish (-60) Punishing (-50)Ardous (-40) Very Hard (-30)Unique GM Discretion Hellish (-60) Punishing (-50) Ardous (-40)

Base Time Taken by AvailabilityAvailability >10 mil <10 mil <1 mil < 100,000 <10,000

Page 104: Dark Heresy Armory v1.41

Ubiquitous One Day One Day One Day One Day One DayAbundant One Day One Day One Day One Day 1d5 daysPlentiful One Day One Day One Day 1d5 days 1d10 daysCommon One Day One Day 1d5 days 1d10 days 1d10 daysAverage One Day 1d5 days 1d10 days 1d10 days One WeekScarce 1d5 days 1d10 days 1d10 days One Week One WeekRare 1d10 days 1d10 days One Week One Week 1d5 weeksVery Rare 1d10 days One Week One Week 1d5 weeks 1d10 weeksExtremely Rare One Week One Week 1d5 weeks 1d10 weeks 1d5 monthsNear Unique One Week 1d5 weeks 1d10 weeks 1d5 months 1d10 monthsUnique 1d5 weeks 1d10 weeks 1d5 months 1d10 months One year

Page 105: Dark Heresy Armory v1.41

Abundant1 minute5 minutes10 minutes15 minutes