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WH40kRP Armory

Version info: First segment is current series, second segment is updated with each source book, third segment is release date in MMDD format. The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or DHE.

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

The sections called Anathema are from Creatures Anathema. Abbreviation is CAN.

The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE. The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition rules (similar to RT). Abbreviation is ASC.

The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do not buy, but acquire. Abbreviation is ITS.

The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR.

The sections called Rites of Battle are from Rites of Battle. Abbreviation is ROB.

The sections called Malleus and Grey Knights are from Daemon Hunter. Abbreviation is DEM.

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

Keyword Reference

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

Balanced (DWC) Grants a +10 to WS tests made to parry.

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

Blast (X) (BCC) Hits all targets in X radius. Roll damage once and apply it to all affected targets. Concussive (DWC)

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

Crippling (X) (BCC)

Defensive (BCC) Weapon gains +15 to parry, but takes -10 to attacks

Devastating (X) (DWC) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, reduce magnitude by X per hit. Devastating (X) (BCC) A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.

Excruciating (DEM) Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choice) or be stunned for one round. Fast (IHB) Opponents suffer a -20 to Parry a weapon with this quality.

Felling (X) (BCC) Ignore one level of Unnatural Toughness per X. Flame (DWC)

Flame (BCC) If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Agility Test or be set on fire. Flexible (BCC) Weapons with this quality cannot be parried.

Force (RTC)

Last edit: 2011-09-29 by unnownrelic V4.11.0929

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

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

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

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

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

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

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

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Force (BCC)

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

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

Inaccurate (BCC) Gain no bonus for Aiming Maximal (BCC)

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

Overheats (BCC)

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

Primitive (DWC) All armor points are doubled against weapons with this quality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration. Primitive (X) (BCC) Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven.

Proven (X) (BCC) Treat any damage die roll lower than the rating as that rating. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3. Razor Sharp (DWC) If an attack results in 2 or more degrees of success, double the weapon's penetration when resolving the hit.

Razor Sharp (BCC) If an attack results in 3 or more degrees of success, double the weapon's penetration when resolving the hit. Recharge (BCC) May only fire every other round.

Reliable (DWC) It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.

Reliable (BCC) Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.

Sanctified (BCC) Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures.

Scatter (DWC) If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range. Scatter (BCC) At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero.

Shocking (DWC) If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in rounds Shocking (BCC) A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure. Smoke (DWC) When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It lasts 2d10 rounds or less

Smoke (X) (BCC) When a hit is scored (not necessarily on a living target), it creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather. Snare (DWC) On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until free

Snare (X) (BCC) Spray (BCC)

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

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

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

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

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

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

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

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

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

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

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

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

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

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Toxic (X) (BCC) Twin-Linked (DWC) Twin-Linked (BCC)

Unbalanced (DWC) Weapons with this quality suffer a -10 when used to parry.

Unbalanced (BCC) Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may not be used to make Lightning Attacks. Unreliable (BCC) Unreliable weapons jam on a roll of 91 or higher on all firing modes.

Unstable (RTC) When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 10 it deals double. Unwieldy (DWC) Weapons with this quality cannot be used to parry.

Unwieldy (BCC) Weapons with this quality cannot be used to parry or make Lightning Attacks. Volatile (DWC) Automatically confirm Righteous Fury on a roll of 10 for damage.

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

Craftsmanship Cost Multiplier Availability

Best x10 Drop 2 step

Good x3 drop 1 step

Common x1 Normal Everything: Normal; Fields: Overloads on 1-10

Poor x.5 Increase 1 step

Astartes Craftsmanship Req. Multiplier Renown Required

Master-Crafted x2/x1.5 Distinguished

Exceptional x1.5 Respected

Common x1 None Everything: Normal; Fields: Overloads on 1-10

Black Crusade Craftsmanship Availability Modifier

Best -20

Good -10

Common +0 Everything: Normal; Fields: Overloads on 1-10

Poor +10

Go to tabs below for specific sections vvvvvvvvv

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

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

combat; Fields: Overloads on 1-5

Melee: +5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork:

+5 to BS and WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight

Melee: +10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage

and one Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight

Melee: -10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10

Agility; Ork: Jams instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

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

amount; Fields: Overloads on 1

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

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

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

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

Overloads on a 1

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

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

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Version info: First segment is current series, second segment is updated with each source book, third segment is release date in MMDD format. The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or DHE.

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

The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE. The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition rules (similar to RT). Abbreviation is ASC.

The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do not buy, but acquire. Abbreviation is ITS.

The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR.

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

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

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

Hits all targets in X radius. Roll damage once and apply it to all affected targets.

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

Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, reduce magnitude by X per hit. A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.

Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choice) or be stunned for one round.

If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Agility Test or be set on fire. Last edit: 2011-09-29 by unnownrelic

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

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

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

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

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

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

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

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

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

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

All armor points are doubled against weapons with this quality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration. Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven.

Treat any damage die roll lower than the rating as that rating. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3. If an attack results in 2 or more degrees of success, double the weapon's penetration when resolving the hit.

If an attack results in 3 or more degrees of success, double the weapon's penetration when resolving the hit. It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.

Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.

Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures.

If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range. At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero.

If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in rounds A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure. When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It lasts 2d10 rounds or less

When a hit is scored (not necessarily on a living target), it creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather. On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until free

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

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

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

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

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

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

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

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

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

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

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

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

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Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may not be used to make Lightning Attacks. When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 10 it deals double.

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

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

Everything: Normal; Fields: Overloads on 1-10

Everything: Normal; Fields: Overloads on 1-10

Everything: Normal; Fields: Overloads on 1-10

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

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

combat; Fields: Overloads on 1-5

Melee: +5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork:

+5 to BS and WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight

Melee: +10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage

and one Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight

Melee: -10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10

Agility; Ork: Jams instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

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

amount; Fields: Overloads on 1

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

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

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

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

Overloads on a 1

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

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

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

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

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

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

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

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

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

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

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

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

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

If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range. When successfully using a weapon with this quality to Parry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or other Power Weapons.

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

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

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

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

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

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

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

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

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

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

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

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

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

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Availability

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

Availability by Population

Availability, Population, and Time (RT)

Availability, Population, and Time (DH)

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Acquisition, Influence, Renown, and Infamy

Acquisition Modifiers (9-35, 1-5)

Scale Modifiers (9-35)

Availability Modifier Example Scale

Ubiquitous 70 Ration Pack Negligible

Abundant 50 Knife Trivial

Plentiful 30 Void Suit Minor

Common 20 Lasgun Standard

Average 10 Micro-Bead Major

Scarce 0 Demo Charge Significant

Rare -10 Krak Grenade Vast

Very Rare -20 Heavy Bolter

Extremely Rare -30 Digital Weapon

Near Unique -50 Tempest Bolt

Unique -70 Archeotech Power Armor

Duration Modifiers (1-6)

Component Modifiers (9-36)

Duration Modifier Example Component

A single mission 20 One to Two sessions War (Macrobatteries, lances, torps) An adventure 0 Entire Campaign Etheric (Auspex, vox-nets, comms)

Permanently -20 Forever Power (Warp drive, generatorium, void shields)

Structure (Holds, observatories, armor, special structures)

Renown (5-2)

Expanded Components Cost (1-6)

Renown Rating Renown Rank Component

0 - 19 Initiate Supplemental @ 1 SP, Essential Components

20 - 39 Respected Supplemental @ 2 SP, Essential Components @ +1

40 - 59 Distinguished Supplemental @ 3 SP, Essential Components @ +2

60 - 79 Famed Supplemental @ 4 SP, Essential Components @ +3

80+ Hero Supplemental @ 5 SP, Essential Components @ +4

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

Xenotech Components

Amount Modifiers (9-11)

Quality Modifiers (9-11)

Numbers Modifier Example Craftsmanship

Single 10 1 item Poor

Minor 0 2-4 items Common

Significant -10 5-10 items Good

Vast -20 11-100 items Best

Legion -40 101-1000 items

For combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from Scale. Components use table below. When requisitioning a

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Scale Modifiers (9-35)

Craftsmanship Modifiers (9-35)

Modifier Example Craftsmanship Modifier

30 Single Man Poor 10

20 Squad (3-5) Common 0 10 Platoon (10-30) Good -10 0 Company (50-100) Best -30 -10 Regiment (500-1,000) -20 Division (2,000-5,000) -30 Army (10,000+)

Component Modifiers (9-36)

Number Modifiers (1-7)

Modifier Numbers Modifier

War (Macrobatteries, lances, torps) -30 A single person 0

Etheric (Auspex, vox-nets, comms) -20 A squad -10

Power (Warp drive, generatorium, void shields) -10 A platoon -20 Structure (Holds, observatories, armor, special structures)0 A company -30

Expanded Components Cost (1-6)

Modifier

Supplemental @ 1 SP, Essential Components Scarce Supplemental @ 2 SP, Essential Components @ +1 Rare Supplemental @ 3 SP, Essential Components @ +2 Very Rare Supplemental @ 4 SP, Essential Components @ +3 Extremely Rare Supplemental @ 5 SP, Essential Components @ +4 Near Unique Supplemental @ 6 SP, Essential Components @ +5 Unique

Archeotech Components Extremely Rare

Xenotech Components Near Unique

Quality Modifiers (9-11)

Modifier 10 0 -10 -20 Heretek-Crafted weapon

Finely-wrought weapon by a Dark Mechanicus Magos

Example

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

For combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from Scale. Components use table below. When requisitioning a

vehicle, add an additional -10.

Bone Weapon Common Robes

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Craftsmanship Modifiers (9-35)

Example

Corpse Starch Ration Pack Typical Clothing

Finely Crafted, Forge World Bolter

Exquisite Power Sword w/ Noble Family Crest

Number Modifiers (1-7)

Example

One

Two to Five Ten to Thirty

Fifty to One Hundred

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

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Name Class Range RoF Dam Pen Clip

Ranged Weapons

Las

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Primitive Weapons

Launchers

Grenades & Explosives

Exotic Weapons

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Melee

Name Class Range Dam Pen

Melee Weapons

Weapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Shock Weapons

Exotic Weapons

Force Weapons

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Melee

Special Wt Cost Availability Pg.

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Name Class Range RoF Dam Pen Clip Rld

Ranged Weapons

Las

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Launchers

Grenades & Explosives

Exotic Weapons

Melee Weapons

Weapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Force Weapons

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Upgrades & Ammo

Name

Weapon Upgrades & Ammo

Upgrades

Ammo

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Upgrades & Ammo

Description

Weapon Upgrades & Ammo

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Upgrades & Ammo

Wt Cost Availability Pg. Used For

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Armor Type Location(s) Covered AP WT Cost

Armor

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

Primitive

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

Flak Armor

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

Mesh Armor

Carapace Armor

Power Armor

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

Force Field

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

Exotic Armor

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Availability Pg.

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

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

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

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Name Wt Cost Availability Pg. Info

Gear

Clothing & Personal Items

Drugs & Consumables

Tools

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Type Cost

Services and Goods

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

Accommodation

Provisions

Transportation

Inter-Stellar Transportation (cost per person per trip)

Berthing

Shipboard Meals

Medicae Care

Feral and Feudal World Specific Hive World Specific

Other

Feral and Feudal World Specific Hive World Specific

IHB Material Costs Availability Estimated

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

Assets

Imperial Navy Assets Imperial Guard Assets Inquisitorial Assets Adeptus Astartes

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Availability Pg. Effect

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

IHB247

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Name Cost Availability Pg. Effect

Cybernetics

Maximum Mechadendrites is TB

Core Specific

Forge World Specific Dark Tech Specific Xenos Tech Specific Rogue Trader Specific Ascension Specific Into the Storm Specific Astartes Specific Rites of Battle Black Crusade

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

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

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Name Cost Availability Pg.

Servitors and Familiars

Forge World Specific

Servitors Familiars

Upgrades 145

Holy Ordos Specific Rogue Trader Specific Reliquary

Astartes Specific Rites of Battle

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Vehicles

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

The sections called Rites are from Rites of Battle. Abbreviation is ROB. The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

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

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

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

Bomber This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated. Bullet Spray The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.

Breaching Vehicle (X) [Y] This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check. Ceramite Armor This vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.

Combat Walker A walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy Command and Control

Daemonic Possession Decoy Launchers

Dirge Caster All followers of Chaos within 100 meters gain the Fearless Talent.

Dreadnought Uses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.

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

Dreadclaw Assault

Drop Pod Assault

Enhanced Auspex Arrays Escape Pod

Exposed

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

Flyer

Ground Vehicle This vehicle follows all rules for ground vehicles.

Holofield All shooting attacks against a moving vehicle with this special rule suffer a -20 to hit.

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

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

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

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

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

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

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

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

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

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

destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.

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

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Hyperios The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Skill Tests when firing its missiles at an airborne target. Improved Command and Control

Improvised Weapons When used against Average sized targets or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew.

Inferno Gun - Titanic Flame Weapon When firing, pick any point within the weapon's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules. Insanity

Jamming Beacon

Kustom Bitz Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement).

Life Support (Hephaestus) A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.

Life Support (Venator) When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped. Long Range Auger Array These sophisticated augers provide a detailed view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50km away. More Dakka Instead of firing its weapons separately, the operator may fire all of the same type simultaneously, combining their damage.

Open-Topped Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action.

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

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

Reinforced Hull When a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury. Reliable Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.

Siege Shield Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tests for Difficult Terrain may be re-rolled.

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

Stealth Field Generator

Super-Heavy Walker

Supremely Maneuverable When increasing the distance of a turn in space, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4. Targeter Array The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons.

Targeting Array The vehicle is equipped with a sophisticated guidance system that give the pilot +20 BS when firing the vehicle's weaponry. Titanic Critical Hits This vehicle is so large as to require its own Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.

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

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

Go to tabs below for specific sections vvvvvvvvv

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

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

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

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

The vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may

attempt an Awareness Test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects. Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey.

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

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

References

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