Near complete inventory of all the items available for purchase in Fantasy Flight RPGs Dark Heresy, Rogue Trader, Deathw...
WH40kRP Armory
V4.11.0929 Last edit: 2011-09-29 by unnownrelic Version info: First segment is current series, second segment is updated with each source book, third segment is re
The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC o The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Speci The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of the 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 The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders d The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Beget The sections called Astartes are from Deathwatch. Prices are listed, but are not to be confused with thrones. These mind, all Astartes weapons count as one size class larger for Non-Astartes, and are highly taboo to use. Using Dea appendix of this version, and they have been included, on another tab. Refer to "DW Optional" for said changes. Ab 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. The sections called Black Crusade are from Black Crusade Core. Abbreviation is BCC. It should be noted that man other systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, an identically in Black Crusade as the older version, then it will be updated as any other keyword, and only have a sing
It is advised that you read the full description of the source material of any interesting item for a better und
Keyword Reference Accurate (DWC) Accurate (BCC) Balanced (DWC) Balanced (BCC) Blast (X) (DWC) Blast (X) (BCC) Concussive (DWC) Concussive (BCC) Customized (RTC) Crippling (X) (BCC) Defensive (BCC) Devastating (X) (DWC) Devastating (X) (BCC) Excruciating (DEM) Fast (IHB) Felling (X) (BCC) Flame (DWC) Flame (BCC) Flexible (BCC) Force (RTC)
Grants an additional +10 when used with the aim action. On an aimed single shot with a Grants an additional +10 when used with the aim action. On an aimed single shot with a d10s cannot generate Zealous Hatred. Grants a +10 to WS tests made to parry. Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bon 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 DoS on hit or be stunned for one round greater than S bonus, get knocked down. Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round p Reloading takes half listed time, half action is still half action When a target suffers at least one wound from a weapon with this quality, they become Crippled, a character takes more than a half action, they suffer X in Rending damage, w Weapon gains +15 to parry, but takes -10 to attacks Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Hord 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 cho Opponents suffer a -20 to Parry a weapon with this quality. Ignore one level of Unnatural Toughness per X. The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or ta targets get +20 to avoid, or +30 if unbraced heavy. For RT and DH: Hit body only, jams If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Ag Weapons with this quality cannot be parried. Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the han changes to E. When a psyker damages an opponent, may make a Focus Power Test (O for every degree of success, the force weapon's wielder deals an additional 1d10E, igno
Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the han changes to E. When a psyker damages an opponent, may make a Focus Power Test (O for every degree of success, the force weapon's wielder deals an additional 1d10E, igno
Any Melee weapon with the Primitive quality may be a Force weapon. This increases the Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore t Power test using Opposed Willpower with the target. If the wielder is successful, deal an weapons cannnot be destroyed by a power weapon's field. Gyro-Stabilised (BCC) Never counts as further than Long Range (penalty still applies, as does normal maximum Hallucinogenic (X) (BCC) When hit by a weapon with this effect, you must make a Toughness test modified by -10 This effect lasts 1 round, plus 1 per degree of failure. Haywire (X) (DWC) Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine ef Haywire (X) (BCC) Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine e ignore if lower, than the current effect. Inaccurate (BCC) Gain no bonus for Aiming Maximal (BCC) A weapon with this quality has two firing modes: normal, and maximal. This must be cho If it has blast, it is improved by 2. This shot uses three times as much ammunition, and t Melta (BCC) Double penetration when firing at short range or closer. A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energ Overheats (DWC) avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a sing Overheats (BCC) the wielder must then make an Agility Test or drop the weapon. Must spend a round coo Power Field (DWC) When successfully using a weapon with this quality to Parry, there is a 75% chance the Power Field (BCC) When successfully using a weapon with this quality to Parry, or this weapon is parried b Weapons, Natural Weapon, or other Power Weapons. Primitive (DWC) All armor points are doubled against weapons with this quality, unless the armor is also Primitive (X) (BCC) Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required Proven (X) (BCC) Treat any damage die roll lower than the rating as that rating. For example, if the weapo Razor Sharp (DWC) If an attack results in 2 or more degrees of success, double the weapon's penetration w Razor Sharp (BCC) If an attack results in 3 or more degrees of success, double the weapon's penetration w 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 Scatter (DWC) If fired at a foe within Point Blank Range, every 2 degrees of success indicates another Scatter (BCC) At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Ran Shocking (DWC) If takes damage after AP and toughness, roll Toughness test +10 for every armor point Shocking (BCC) A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be Smoke (DWC) When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It las Smoke (X) (BCC) When a hit is scored (not necessarily on a living target), it creates a smoke screen X me Snare (DWC) On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt Snare (X) (BCC) On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you ca as the initial. Considered helpless until escape. Spray (BCC) This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 de protection unless it conceals completely. Spray attacks always resolve against the body 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) Anyone that takes Damage from a Toxic weapon after Armor and Toughness must mak 1d10 impact damage with no reduction to the same location. Force (BCC)
Toxic (X) (BCC) Twin-Linked (DWC) Twin-Linked (BCC) Unbalanced (DWC) Unbalanced (BCC) Unreliable (BCC) Unstable (RTC) Unwieldy (DWC) Unwieldy (BCC) Volatile (DWC) Warp Weapon (BCC)
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must mak same location, of the same type. Some weapons may have additional effects, see their A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. Lastly, reload time is doubled. When firing a weapon with this quality, the wielder must choose either a +10 bonus to h each shot. Weapons with this quality suffer a -10 when used to parry. Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may n Unreliable weapons jam on a roll of 91 or higher on all firing modes. When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and Weapons with this quality cannot be used to parry. Weapons with this quality cannot be used to parry or make Lightning Attacks. Automatically confirm Righteous Fury on a roll of 10 for damage. These weapons ignore all AP generated from Armor or Cover. Force Fields and special
Craftsmanship Best
Cost Multiplier x10
Availability Drop 2 step
Good
x3
drop 1 step
Common Poor
x1 x.5
Normal Increase 1 step
Astartes Craftsmanship Master-Crafted
Req. Multiplier x2/x1.5
Exceptional
x1.5
Common
x1
Renown Required Distinguished Melee: +10 WS, +2 Damage; Ranged amount; Fields: Overloads on 1 Respected Melee: +5 WS, +1 Damage; Ranged: combat; Fields: Overloads on 1-5 Everything: Normal; Fields: Overload None
Black Crusade Craftsmanship Best
Availability Modifier -20
Good
-10
Common Poor
+0 +10
Melee: +10 WS to attack, +1 Damage and one Kustom Bit; Fields: Overload Melee: +5 WS to attack; Ranged: Rel +5 to BS and WS. Weigh .5kg more. F Everything: Normal; Fields: Overload Melee: -10 WS to attack; Ranged: Un Agility; Ork: Jams instantly for a non-O
Melee: +10 WS to use, +1 Damage; R Overloads on a 1 Melee: +5 WS to use; Ranged: Reliab Fields: Overloads on 1-5 Everything: Normal; Fields: Overload Melee: -10 WS to use; Ranged: Unrel Fields: Overloads on 1-15
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ata 3.0. Abbreviation is DHC or DHE. Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Hand ndbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.
use Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE. one Agents follow Acquisition rules (similar to RT). Abbreviation is ASC. ed because Rogue Traders do not buy, but acquire. Abbreviation is ITS. d items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR. confused with thrones. These are requisition values. There may also be a Renown note. Keep in ighly taboo to use. Using Deathwatch Errata 1.1. There are alternate weapon rules proposed in the Optional" for said changes. Abbreviation is DWC or DWE.
C. It should be noted that many of Black Crusade's weapon Keywords vary greatly from all the in the other three systems, and second how it's used in Black Crusade. If a keyword works keyword, and only have a single version.
resting item for a better understanding of what it is. This Document is only a quick reference
On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). Thes
d weapons only grant this bonus once. e individually. to all affected targets. it or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take da
or be stunned for one round per degree of failure. If you take damage greater than S bonus, get knocked down.
with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes firs uffer X in Rending damage, with no reduction for Armor or Toughness.
of wounds or damage. If Horde, reduce magnitude by X per hit. duces their Magnitude by X. -10 WP or T test (target's choice) or be stunned for one round.
egree 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 prope T and DH: Hit body only, jams on 9 amage), they must pass an Agility Test or be set on fire.
d primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the d y make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than hi eals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.
d primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the d y make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than hi eals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.
ce weapon. This increases the availability to Extremely Rare. If wielded by a non-psyker, this has no additional effect. If the wie sy Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a e wielder is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness B . plies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20 oughness test modified by -10 times X, or suffer a delusion on table 5-1 (Page 150). Respirators and sealed armor grant +20 t
ge 143 in DW) to determine effect. Lessens by one step every round until it becomes insignificant. ge 151 in BCC) to determine effect. Lessens by one step every round until it becomes insignificant. Additional effects replace if
nd maximal. This must be chosen at the beginning of the round. On Maximal, it adds 10m to range, 1d10 to damage, and 2 to es as much ammunition, and temporarily adds the Recharge quality if it isn't already present.
ens, the wielder suffers energy damage equal to the weapon's damage with pen 0 to the wielding arm, or a random arm if 2-ha spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat. ens, 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 apon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat. ry, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or ot ry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect W
ality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration. X as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven. ng. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3. e the weapon's penetration when resolving the hit. e the weapon's penetration when resolving the hit.
ctually happen. hat do not roll to hit never jam. nal or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures. of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range dd 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero. est +10 for every armor point on location, fail means stunned for half damage in rounds ss a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure. loud centered on impact. It lasts 2d10 rounds or less creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather. nt do anything except attempt escape, St or Ag test, helpless until free zed. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same
he weapon's range, in a 30 degree arc, must make an Agility check or be struck by the attack and take damage normally. Cov ways resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses). ammo expended. s damage.
mor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an imm on.
mor and Toughness must make a Toughness test with a -10 per X. Failure results in an immediate 1d10 damage with no reduc e additional effects, see their profiles for more info. d uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more de
hoose 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
Unbalanced weapons may not be used to make Lightning Attacks.
e, on 2-9 it deals normal, and 10 it deals double.
e Lightning Attacks.
over. Force Fields and specially warded armor work as normal.
+10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight +5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: and WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight ng: Normal; Fields: Overloads on 1-10 10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Ork: Jams instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight
+10 WS, +2 Damage; Ranged: never jams or overheats, +2 Damage; Armor: +1 AP, weighs half normal Fields: Overloads on 1 +5 WS, +1 Damage; Ranged: Reliable (or remove Unreliable), +1 Damage; Armor: +1 AP against first hit per Fields: Overloads on 1-5 ng: Normal; Fields: Overloads on 1-10
+10 WS to use, +1 Damage; Ranged: never jams or overheats; Armor: Good benefits and +1 AP; Fields: ds on a 1 +5 WS to use; Ranged: Reliable (or remove Unreliable); Armor: Adds +5 to tests to a chosen Social Skill; Overloads on 1-5 ng: Normal; Fields: Overloads on 1-10 10 WS to use; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility; Overloads on 1-15
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c are from Inquisitors Handbook. Abbreviation is IHB. breviation is RHB.
ess (2d10 bonus max). ess (2d10 bonus max). These additional
kinetic effect. If you take damage
ocked down.
mage, whichever comes first. If, while
If you do not have the proper talent, the
yker's Psy Rating and the damage type degrees of success than his opponent, power weapon's field.
yker's Psy Rating and the damage type degrees of success than his opponent, power weapon's field.
o additional effect. If the wielder is a ay, as a Free Action, make a Focus m's Armor and Toughness Bonus. Force
ng without Bracing to -20 nd sealed armor grant +20 to resist.
Additional effects replace if higher, or
, 1d10 to damage, and 2 to penetration.
rm, or a random arm if 2-handed. May n overheat. ded. Once the hit has been resolved, ad cause an overheat. pons, Natural Weapon, or other Power Weapons. yed. This does not affect Warp
y Penetration.
on at Long or Extreme range.
St or Ag test with the same modifiers
ake damage normally. Cover offers no
ed. Failure results in an immediate
1d10 damage with no reduction to the
succeeds by two or more degrees.
he weapon's RoF is always expended
Availability
Based on Rogue Trader's tables 5-1 and 5-2, with an addition of