Warhammer 40k Roleplay Armory
Warhammer 40k Roleplay Armory
Warhammer 40k Roleplay Armory
Version info: First segment is the number of RPGs included, second is the number of sourcebooks, third is the lates
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference All qualities are based on their earliest appearance unless otherwise
Accurate Grants an additional +10 when used with the Aim action. On an aimed single shot with
Grants an additional +10 when used with the Aim action. On an aimed single shot with
Accurate*
d10s cannot generate Zealous Hatred / Righteous Fury.
Balanced Grants a +10 to WS tests made to parry.
Balanced* Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bo
Blast (X) Hits all targets in X radius. Roll for hit location and damage individually.
Blast (X)* Hits all targets in X radius. Roll damage once and apply it to all affected targets.
Blast (X) [DH2] Hits all targets in X radius. Roll damage once and apply it to all affected targets. Misse
Cleansing Fire Targets must make a Willpower test or catch fire. On weapons with the Flame quality,
Stuns a target. Target must make a Toughness test at -10 per DoS on hit or be stunne
Concussive
more than [Strength Bonus] damage are knocked Prone.
Concussive* Stuns a target. Target must make a Toughness test (-10 per X) on hit or be stunned fo
Corrosive Reduces target's AP by 1d10 per hit until repaired with a Tech-Use test. Targets reduc
Customized Halves reload time (if longer than a Half Action).
When a target suffers at least one wound from a weapon with this quality, they become
Crippling (X)
takes more than a Half Action while Crippled, they suffer X in Rending damage to the s
Daemonbane Attacks against Daemonic enemies bypass Toughness bonus and gain the Vengeful (8
The weapon envelops the target in snares which not only constrict but seek to strangle
Deadly Snare
character entangled by the weapon suffers the weapons damage again in their turn ev
Decay (X) Living targets that take Critical Damage (including Zealous Hatred) from this weapon m
Defensive The weapon gains +15 to Parry, but takes a -10 penalty when attacking.
Devastating (X) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Hor
Devastating (X) [BC] A Horde hit and damaged by a weapon with this quality reduces its Magnitude by X.
Disintegrate A victim suffering critical damage from this weapon is completely destroyed.
Excruciating Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's ch
Fast Opponents suffer a -20 to Parry a weapon with this quality.
Felling (X) 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
Flame
targets get +20 to avoid, or +30 if unbraced Heavy. For DH and RT: Hit body only, jam
Flame [BC] Targets hit by a Flame attack must pass an Agility test or be set on fire.
Flame [OW] Characters hit by a Flame attack must pass an Agility test or be set on fire. Vehicle pilo
Flexible Weapons with this quality cannot be parried.
Counts as a Best Craftsmanship Mono version of a standard Primitive weapon. In the
Force wielder damages an opponent, he may make a Focus Power test (Opposed Willpower
damage per Degree of Success, ignoring armor and Toughness. Force weapons cann
Any Melee weapon with the Primitive quality may be a Force weapon. This increases t
Force [BC] ignore the Primitive quality. When the wielder damages an opponent, he may make a F
per Degree of Success, ignoring armor and Toughness. Can't be destroyed by Power
Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the
Force [OW] the wielder damages an opponent, he may make a Focus Power test (Opposed Willpo
armor and Toughness. Can't be destroyed by Power Fields.
Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the
Force [DH2] When the wielder damages an opponent, he may make a Focus Power test (Opposed
1d10E damage per Degree of Success, ignoring armor and Toughness. Can't be destr
Gauss weapons generate Zealous Hatred on a 9 or 10, and if they would not deal dam
Gauss
Hatred against vehicles on a 9 or 0, even if they do not deal damage.
Graviton Deals additional damage equal to target's AP. Critical Hit rolls against vehicles always
Gyro-Stabilised Never counts as further than Long Range (penalty still applies, as does normal maxim
Anyone hit by this weapon must make a Toughness test (-10 per X) or suffer a delusio
Hallucinogenic (X)
per Degree of Failure.
Haywire (X) Everything in X radius goes haywire. Roll for effect (TLW 61, DW 143). Effects lessen
Haywire (X)* Everything in X radius goes haywire. Roll for effect (BC 151, OW 171, DH2 147). Effec
Inaccurate Gain no bonus for Aiming.
Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire.
Indirect (X)
within Xd10 meters. The gunner's Comrade may take a Full Action to remove the -10 p
Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire.
Indirect (X)
within Xd10 meters.
Integrated weapons need to be connected to the wielder's potentia coil. Without it, they
Integrated
125) for more info.
Irradiated (X) Anyone hit by this weapon must make a Toughness test (-10 per X) or take 2d10 Toug
Lance Multiply the weapon's Penetration by [Degrees of Success + 1].
Living Weapon Add an extra hit for each Degree of Success on the attack roll.
A weapon with this quality has two firing modes: normal and maximal. This must be ch
Maximal
has blast, it is improved by 2. This shot uses three times as much ammunition, and tem
Melta Double penetration when firing at Short range or closer.
Ogryn-Proof May be used by characters with the Clumsy trait.
Overcharge (X) When firing, the wielder may choose to add (X) Damage and the Overheats quality.
Overcharge* The wielder may triple the weapon's ammo usage to add Concussive (+2), Devastating
A roll of 91 or higher causes an overheat. When this happens, the wielder suffers ener
Overheats
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 sin
Overheats [BC]
wielder must then make an Agility test or drop the weapon. Must spend a round coolin
Power Field On a successful Parry test with this weapon, there is a 75% chance the offending wea
Power Field [BC] On a successful Parry test with or against this weapon, there is a 75% chance the offe
Primitive All AP from non-Primitive armor are doubled against weapons with this quality.
Primitive (X)* Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required
Proven (X) Treat any damage die roll lower than the rating as that rating. For example, if the weap
Razor Sharp If an attack results in 2 or more Degrees of Success, double the weapon's Penetration
Razor Sharp* If an attack results in 3 or more Degrees of Success, double the weapon's Penetration
Collision with other matter does not stop the fusion reaction of this attack. The blast co
Reactive
within 2 metres of the first with an additional -10 attack.
Recharge May only fire every other round.
Reliable Any time the weapon would jam, roll 1d10. Any result lower than 10 negates the jam.
Reliable* Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam
Sanctified Counts as Holy, and has special effects on some Daemonic and Warp Creatures. Asta
Scatter If fired at a foe within Point Blank Range, every 2 Degrees of Success indicates anothe
Scatter* At Short Range or closer, +10 to hit. At Point Blank, +3 damage. At Long or Extreme R
Shocking A target that takes damage after AP and Toughness must make a Toughness test (+1
Shocking [BC] A target hit by a Shocking weapon must make a Toughness test or be Stunned for a n
Shocking [OW] A target that takes damage after AP and Toughness must make a Toughness test or b
Shocking [DH2] A target that takes damage after AP and Toughness must make a Toughness test or b
Smoke When a hit is scored, creates a cloud 3d10 meters in diameter centered on impact. It la
Smoke (X)* When a hit is scored (not necessarily on a living target), it creates a smoke screen X m
Snare On hit, make an Agility test or be immobilized. Immobilized targets can't do anything ex
On hit, make an Agility test (-10 per X) or be immobilized. Immobilized targets can't do
Snare (X)*
free.
This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 d
Spray
protection unless it conceals completely. Spray attacks always resolve against the bod
This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 d
Spray [DH2] bonus on the Agility test if the wielder is untrained, or a +30 bonus if the weapon is He
against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
Storm This doubles the number of hits inflicted on the target and ammo expended.
Tainted Increase the weapon's damage by the 10s digit of the wielder's Corruption score.
Tainted [DH2] Increase the weapon's damage by the wielder's Daemonic (X) value or the 10s digit of
Tearing Roll one extra die for damage, and discard the lowest result.
Each target suffering more damage than its Willpower Bonus must make a Very Hard
Temporal Leech
Characteristic damage to that Characteristic. Dark Eldar may get Pain Tokens from thi
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must ma
Toxic
Damage, with no reduction, to the same location.
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must ma
Toxic (X)*
no reduction, to the same location. Some weapons may have additional effects; see th
A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo
Twin-Linked
Success. Lastly, reload time is doubled.
When firing a weapon with this quality, the wielder must choose either a +10 bonus to
Twin-Linked [BC]
shot.
Tyranid Weapon Only works for creatures with the Tyranid trait. No weapon training or reloading require
Unbalanced Weapons with this quality suffer a -10 when used to parry.
Unbalanced* Weapons with this quality suffer a -10 when used to parry and may not be used to mak
Unreliable Unreliable weapons jam on a roll of 91 or higher on all firing modes.
Unstable When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and
Unwieldy Weapons with this quality cannot be used to parry.
Unwieldy* Weapons with this quality cannot be used to parry or make Lightning Attacks.
Vengeful (X) Triggers Righteous Fury if any damage die result is X or higher.
Volatile Automatically confirm Righteous Fury on a roll of 10 for damage.
Warp Weapon These weapons ignore all AP generated from Armor or Cover. Force Fields and specia
Witch-Edge Only works for characters with the Secrets of the Seers talent. The weapon gains bonu
DH Craftsmanship
Cost Multiplier Availability
(DH 127, 128, 144)
RT Craftsmanship
Time Multiplier Availability
(RT 115/137; ITS 134/142)
Melee: +10 WS, +1 Damage; Ranged: never ja
Best x3 Drop 2 steps
damage and one Kustom Bit, +1kg; Fields: Ove
Melee: +5 WS; Ranged: Reliable (or remove U
Good x2 Drop 1 step
+0.5kg; Fields: Overloads on 1-5; Gear: 2/3 we
Common x1 Normal Fields: Overloads on 1-10; Everything else: A
Melee: -10 WS; Ranged: Unreliable, jams on e
Poor x1/2 Increase 1 step
Jams/breaks instantly for a non-Ork, -0.5kg; Fie
DW Craftsmanship
Req. Multiplier Min. Renown
(DW 147, 165, 166)
Melee: +10 WS, +2 Damage; Ranged: never ja
Master-Crafted x2/x1.5 Distinguished
Overloads on 1
Melee: +5 WS, +1 Damage; Ranged: Reliable,
Exceptional x1.5 Respected
on 1-5
Common x1 None Fields: Overloads on 1-10; Everything else: A
BC Craftsmanship
Availability Mod
(BC 147 & 178)
Melee: +10 WS, +1 Damage; Ranged: never ja
Best -20
Overloads on a 1
Melee: +5 WS; Ranged: Reliable (or remove U
Good -10
Overloads on 1-5
Common +0 Fields: Overloads on 1-10; Everything else: A
Melee: -10 WS; Ranged: Unreliable, jams on e
Poor +10
Overloads on 1-15
OW Craftsmanship
Logistics Mod
(OW 167 & 196)
Good news! Started storing this in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in th
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 sure
mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Thanks for u
I've tried reaching unnownrelic for some time now, but he doesn't seem to be responding. I've added to his armory a
comes back, I gladly transfer control of the armory back to him. Until then, if you have any corrections or requests, y
"Not even our generals are mad enough to shell their own men."
Folder: http://www.mediafire.com/folder/i3akv9qx9q05z
Thread: https://community.fantasyflightgames.com/topic/217622-warhammer-40krp-armory/
Email: [email protected]
1-21 by unnownrelic 2013-03-22 by eBarbarossa 2016-10-23 by Tabularius
sting item for a better understanding of what it is. This document is only a quick reference.
earance unless otherwise specified. Qualities marked with * apply to Black Crusade / Only War / Dark Heresy 2E.
On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10).
On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10). These
er X) on hit or be stunned for 1 round per Degree of Failure. Targets taking more than [Strength Bonus] damage are knocked P
ech-Use test. Targets reduced to 0 AP take the extra reduction as Wounds (ignoring Toughness).
with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first.
in Rending damage to the same location, with no reduction for Armor or Toughness.
nus and gain the Vengeful (8) quality.
onstrict but seek to strangle and flay their victim. This weapon quality functions in the same way as the Snare weapon quality,
amage again in their turn every round if they do not break free.
Hatred) from this weapon must make a Toughness test (-10 per X) or dissolve into a puddle of gore.
hen attacking.
of wounds or damage. If Horde, reduce magnitude by X per hit.
duces its Magnitude by X.
pletely destroyed.
10 WP or T test (target's choice) or be stunned for one round.
gree 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
H and RT: Hit body only, jams on 9.
e set on fire.
or be set on fire. Vehicle pilots must make an Operate test with a bonus equal to the Armor on the side hit or catch fire (OW 28
rd Primitive weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type t
er test (Opposed Willpower) as a Free Action. If he succeeds with more Degrees of Success than his opponent, he deals an ad
hness. Force weapons cannot be destroyed by Power Fields.
ce weapon. This increases the availability to Extremely Rare. In the hands of a psyker, add +1 Damage and Pen per point of Ps
opponent, he may make a Focus Power test (Opposed Willpower) as a Free Action. If he succeeds, he deals an additional 1d1
an't be destroyed by Power Fields.
rd Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type
Power test (Opposed Willpower) as a Half Action. If he succeeds, he deals an additional 1d10E damage per Degree of Success
s.
rd Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of base Psy Rating and change the damage
Focus Power test (Opposed Willpower) as a Half Action. This test can't trigger Psychic Phenomena. If he succeeds, he deals an
d Toughness. Can't be destroyed by Power Fields.
d if they would not deal damage when generating Zealous Hatred, they deal 1d5 Wounds instead of 1. In addition, they generat
al damage.
olls against vehicles always use the Motive Systems table.
lies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20
10 per X) or suffer a delusion (BC 150, OW 170, DH2 146). Respirators and sealed armor grant +20 to resist. This effect lasts 1
alty and a Full Action to fire. Successful attacks scatter (OW 255) and land anywhere within 1d10-[BS Bonus] meters; missed s
ll Action to remove the -10 penalty and reduce the missed scatter distance to Xd5.
alty and a Full Action to fire. Successful attacks scatter (DH2 230) and land anywhere within 1d10-[BS Bonus] meters; missed s
potentia coil. Without it, they quickly lose power. Integrated weapons need a special Weapon Training talent to use. See text (T
he weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Cover o
ways resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
he weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Targets
0 bonus if the weapon is Heavy and not braced. Cover offers no protection unless it conceals completely. Spray attacks always
ge dice (before bonuses).
ammo expended.
der's Corruption score.
(X) value or the 10s digit of their Corruption score, whichever is higher.
lt.
us must make a Very Hard (-30) test with a Characteristic of its choice. For every Degree of Failure on the test, that creature su
ay get Pain Tokens from this.
mor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an imm
mor and Toughness must make a Toughness test with a -10 penalty per X. Failure results in an immediate 1d10 damage of the s
ave 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
oose 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 e
training or reloading required, and it never jams. Heavy Weapons with this quality do not require bracing unless noted otherwis
Lightning Attacks.
gher.
mage.
ver. Force Fields and specially warded armor work as normal.
ent. The weapon gains bonus damage equal to twice the character's Strength Bonus and Pen equal to his base Psy Rating.
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
ged: Reliable; Armor: +1 AP against first hit per round; Fields: Overloads on 1-5
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Fields:
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Ork: Good benefits, +1
ustom Bit, +1kg; Fields: Overloads on a 1; Gear: 1/2 weight
ged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Ork: +5 to BS and WS,
erloads on 1-5; Gear: 2/3 weight
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Ork:
tly for a non-Ork, -0.5kg; Fields: Overloads on 1-20; Gear: 1.5x weight
Damage; Ranged: never jams or Overheats, +2 Damage; Armor: +1 AP, 1/2 weight; Fields:
Damage; Ranged: Reliable, +1 Damage; Armor: +1 AP against first hit per round; Fields: Overloads
Damage; Ranged: never jams or Overheats; Armor: Good benefits, +1 AP, 1/2 weight; Fields:
ged: Reliable (or remove Unreliable); Armor: +5 to tests using a chosen social skill; Fields:
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to Agility tests; Fields:
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
ged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Fields: Overloads on
Damage; Ranged: Good benefits, never jams or Overheats; Armor: +1 AP, +10 to max Agility;
on a 1
ged: Reliable (or remove Unreliable); Armor: +10 to max Agility; Fields: Overloads on 1-5
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to max Agility; Fields:
nd put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you want
s spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my
vj9wt3s7eb83. Thanks for using this!
g. I've added to his armory and I plan on adding more in the future. All my changes are coloured in violet. If he
ny corrections or requests, you can reach me at [email protected]. Cheers, eBarbarossa!
ory/
DH2 (Dark Heresy 2E)
Game Master's Kit
FGD (Forgotten Gods)
EWI (Enemies Within)
EWO (Enemies Without)
EBY (Enemies Beyond)
SP
Bolt
Melta
Plasma
Flame
Primitive
Launchers
Exotic
Special Wt Cost Availability Src Pg.
Notes
Name Class Range Dam Pen
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Chain
Power
Shock
Exotic
Force
Special Wt Cost Availability Src Pg.
Notes
Name Class Range RoF Dam Pen Clip Rld
Ranged Weapons From Deathwatch Errata v1.1.
Las
SP
Bolt
Melta
Plasma
Flame
Launchers
Exotic
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Chain
Power
Force
Deathwatch
Astartes Force Staff* Melee 1d10+1I 0
Astartes Force Sword Melee 1d10+2R 2
Special Wt Cost Availability Notes
Ammo
Description
rades & Ammo
Most upgrades decrease Availability by one step, up to Unique. If purchasing for an existing weapon, use weapon's current Availability.
Weapons acquired with a downgrade increase their Availability by one step (doesn't stack).
Can be applied to Standard Kit weapons with a +20 Trade (Armourer) test; severe failure causes damage. Limit 4 per weapon.
Limit of 4 modifications (including up to 1 Sight) per weapon.
Wt Cost Availability Src Pg. Used For
Armor Type Location(s) Covered AP Agi WT Cost
Armor
Armors with AP >= 7 inflict a -30 penalty to Silent Move and Concealment
Primitive/Basic
Flak
Dark Heresy AP 5 against indirect hits from Blast weapons.
Rogue Trader AP 5 against indirect hits from Blast weapons.
Flak Helmet Head 2 - 2kg
Flak Cloak Body, Arms, Legs 3 - 8kg
Flak Coat Body, Arms, Legs 3 - 5kg
Guard Flak Armor All 4 - 11kg
Black Crusade +1 AP against indirect hits from Blast weapons.
Only War +1 AP against indirect hits from Blast weapons.
Dark Heresy 2E +1 AP against indirect hits from Blast weapons.
Mesh
Carapace
Power Armor Must be wearing Body, Arms, and Legs for Strength bonus to apply; helmet not necessary.
Force Fields For most fields, the AP column lists the field rating, which must be rolled under to negate an attack. F
Exotic
Armor Upgrades
Availability Src Pg. Notes
Average RT 138 -
Scarce RT 138 -
Average RT 138 -
Scarce RT 138 -
Gear
Clothing & Personal Items
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Tools
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Notes
Name Cost Availability Src Pg. Notes
Cybernetics
Many cybernetics have different effects at different Craftsmanship levels; see text for details. Additionally, cybernetic
location. This is added after Unnatural Toughness, and is only counted once per location.
Maximum Mechadendrites = character's Toughess bonus.
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
. Additionally, cybernetics increase the user's Toughness Bonus by +2 for that
Templates
Random Artefacts (SOI 85)
Accommodations
Provisions
Transportation
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 Common
Assets
Imperial Navy Assets
Imperial Guard Assets
Inquisitorial Assets
Adeptus Astartes
Availability Src Pg. Notes
ility estimated.
may carry out the task with a Common Lore (Imperial Creed) test and the material cost expenditure.
Name Cost Availability Src Pg.
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Amphibious
Anti-Air (Rudimentary)
Anti-Air (Advanced)
Anti-Grav Engines
Aquatic
Attack Bike
Bladevanes
Bike
Bomber
Bred for War
Bullet Spray
Breaching Vehicle (X) {Y}
Ceramite Armor
Chariot of Ire
Combat Walker
Daemon Engine
Daemonic
Daemonic Possession
Daemonic Possession*
Damage Control
Decoy Launchers
Dirge Caster
Dreadnought
Drone Racks
Drones
Dreadclaw Assault
Drop Pod Assault
Enclosed
Environmentally Sealed
Escape Pod
Exposed
Extremely Volatile
Feral Machine Spirit
Flickerfield
Flyer
Flyer [DH2]
Gang Wheels
Ground Vehicle
Holofield
Immobile
Improved Command and Control
Improvised Weapons
Inferno Gun - Titanic Flame Weapon
Insanity
Integral Weapon
Jamming Beacon
Kustom Bitz
Legion
Life Support (Hephaestus)
Life Support (Venator)
Linked Pilot-Operated Weaponry
Living
Living Metal
Long Range Augur Array
Mastery of Gravity
More Dakka
Mount
Open-Topped
Orbital Deployment
Power Overload
Precarious Mount
Predator Auspex
Quantum Shielding
Ramshackle
Reinforced
Reinforced Armour
Reinforced Hull
Reliable
Rugged
Sentry
Sidecar (X)
Siege Shield
Skimmer
Skimmer [OW]
Spacecraft
Speed Booster
Super-Heavy
Super-Heavy Walker
Supremely Maneuverable
Targeter Array
Targeting Array
Terrain Master
Titanic Critical Hits
Tracked Vehicle
Unruly
Vector Thrust Engines
Void Shields
Walker [OW]
Wheeled Vehicle
he full description of the source material of any interesting item for a better understanding of what it is. This document
Vehicles
Spacecraft
Flyers
Skimmers
Ground Vehicles
Walkers
Mounts
Structure Size Front Side Rear Crew
Carrying Capacity Availability Special Rules
Name
Vehicle Upgrades
Ablative Armour
Anti-Grenade Mesh
Artificer Hull
Camo-Netting
‘Dozer Blade
Mine Sweeper
Superior Plating
Track Guards
Red Paint Job
Description
pgrades
+4 Armour (All), -5 to the vehicle's Tactical Speed/Cruising Speed, -10 Manoeuvrability. Any Critical Damage to
destroys the armour on that location, but causes no Critical Effects.
Whenever this vehicle is hit by a grenade, roll 1d10. 7+: the grenade scatters 1d5m away before exploding. 1: t
explosion. Anyone trying to set placed explosives (e.g. melta bombs) on the vehicle takes a -20 penalty on any
+10 to Jink tests, -20 to Repair tests, and all incoming Critical Damage is reduced by 4. The vehicle takes no da
Requires no test to install, and imposes a -30 penalty on attempts to see the vehicle (as long as it isn't moving
catches fire.
+4 Armour (Front). Additionally a ‘dozer blade allows the vehicle to treat terrain with heavy rubble and other det
no faster than its Tactical Speed each Turn.
Subtract 10 from damage inflicted on crew due to Weapons Systems/Turret Critical Damage.
Single-use. The commander/driver may use a Reaction to damage anyone within 5 metres of the vehicle (2d10
The driver may make a +20 Perception test as a Reaction to avoid triggering a mine or similar explosive. If succ
vehicle back by [5 + Degrees of Success] meters before resolving the effects of the explosion. Any Critical Dam
the Mine Sweeper. This upgrade is mutually exclusive with the ‘Dozer Blade.
The driver can reroll one failed Operate test per turn when navigating difficult terrain. Skimmers also gain +10 M
Anyone in the vehicle can make a +0 Perception test as a Half Action to negate darkness-related attack penalti
vehicle.
Single-use. The commander/driver may take a Half Action or Reaction to create a cloud of smoke in a 15-metre
+2 Armour (All), and the vehicle gains the Reinforced Armour trait. If the vehicle already had Reinforced Armou
(round up). Superior plating takes twice as long as normal to repair.
+5 Armour against all damage to the Motive Systems. Any Critical Damage to the Motive Systems irreparably d
Increase Tactical Speed by 3m and Cruising Speed by 15 kph.
Type Difficulty Src Pg. Used For
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Additional Plasma Conduits (X) The vessel has many heavy plasma conduits. Increase power generated by X. Ho
Advanced Cogitator Linkage Gain +5 to fire the ship's weaponry.
Ancient Grand Cruiser May not gain any components that increase armor.
Antiquated Communications All Command tests made on a vessel with this quality suffer a -5 penalty.
Battlecruiser/Grand Cruiser May mount "Cruiser Only" components.
Beam Dispersion Effect When firing at targets over 20 VU's away, decrease damage to 1d10.
Broadside Must be equipped in a port or starboard slot.
Vessel designed for transporting goods. Hull comes pre-equipped with X Main Ca
Cargo Hauler/Galleon (X)
constructed it must be able to provide Power for each Component.
Comes pre-equipped with X number of Jovian-class Landing Bay Components, w
Carrier (X)
removed. Enough power must be supplied for them, but Space is already account
Core Architecture This component is always revealed with Active Augury.
Cramped The ship is very cramped, and there is little room for supplies. May only stock thre
Cursed All Navigation tests carried out by the Navigator suffer a -10.
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Int
Death from Above
used as part of a planetary bombardment, double the affected area, add 20 to the
Destructive If this weapon generates a Critical Hit, add 1 to the result.
Easy to Repair (X) When making Long-Term Repairs, increase the amount by X for a successful test
Enhanced Magnetic Coils Torpedoes launched from this tube gain +2 Speed for their first turn. They return t
Energy Field The security hatches must be open during the Strategic Turn it is used. If this Com
External Component doesn't require any hull space. Can only be destroyed or damaged by
Fast Ship Due to the ship's carefully balanced nature, it cannot have Components that incre
Fiery Temperament (X) Any plasma drive installed on a vessel with this trait increases its output by X.
Heavy Weapon
May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser o
Hybrid Vessel May be equipped with Transport or Cruiser Components. If a Component exists in
Ionic Blast Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be
Inferno Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
Inherent Warship (X) This ship comes pre-equipped with certain components which may not be remove
Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launche
Jury-Rigged
half an hour per squadron.
Labor Intensive Weapon may only be fired every other turn.
Overheating Systems For every five Degrees of Failure when firing, the vessel suffers a Critical Hit. If a s
Oversized Monstrosity This vessel's conventional Speed may not be increased by any component. If it w
Penetrator Rounds (X) Ignore X armor when calculating damage done in a salvo involving this weapon.
Plasma Refinery This vessel comes pre-equipped with a unique component, the Plasma Refinery. T
Powered by the Stars Provided a vessel equipped with a Plasma Refinery harvests from a star once a y
Reliable Construction (X) If this component becomes damaged, depressurized, or suffers a Critical Hit (inclu
Retrofit May be used to replace a Main Cargo Hold on a transport. Only one may be used
Secondary Power Genetorium This vessel comes pre-equipped with a unique component, a Secondary Power G
Self Propelled Warhead Before firing this weapon, the option is available to increase Range by 2, but decre
Short the Flow For every five damage inflicted that exceeds the target's Void Shields, one random
Small Weapon May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or s
Structural Impact Reduce Hull Integrity and Maneuverability permanently by 5.
Terminal Penetration (X) Reroll damage dice less than or equal to X. The reroll stands.
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may no
Torpedo Specialist {X}
munitions storage by this value to determine maximum number of torpedoes.
Vaporization When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two component
Versatile Gain +5 to the opposed Command test made to resolve boarding actions.
If this Component is Damaged or Destroyed while Torpedoes are loaded in its tub
Volatile
suffers 2d5 damage directly to Hull Integrity.
power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
uffer a -5 penalty.
mage to 1d10.
-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship
omponent.
nding Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may no
Space is already accounted for.
pplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
-10.
en in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet.
fected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.
lt.
by X for a successful test.
eir first turn. They return to normal after this.
Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
destroyed or damaged by a Critical Hit.
ve Components that increase its Armor.
eases its output by X.
e ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forwa
s. If a Component exists in both varieties, the Cruiser variant must be chosen.
Hull Integrity. May only be combined in a salvo with weapons that share this quality.
tically Fire! Critical.
which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
n the turn they are launched. Any craft attempting to land in combat must make a test to land safely. Outside of combat, it simp
suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
by any component. If it would be, simply ignore the effect.
o involving this weapon.
ent, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
vests from a star once a year, it gains +10 power.
suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
ort. Only one may be used, and it does not take a Weapon Capacity slot.
ent, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
ase Range by 2, but decrease damage to 1d10+1.
Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
essels of frigate sized or smaller.
by 5.
ands.
e Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, mult
number of torpedoes.
t, it affects two components instead of one
boarding actions.
edoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed an
Strength Mod Damage Mod Crit Mod Range Mod Power Mod Space Mod
+1 +1 -1 +1 1* or -1 -1
0 +1 0 +1 1* or -1 -1
0 0 0 0 0 0
-1 -1 +1 -1 -2* or 1 +1
! Critical Hit as well.
well.
Hulls
Transports
Raiders
Frigates
Light Cruisers
Cruisers
Battlecruisers
Grand Cruisers
Port Star Keel Turret SP Src Pg. Notes
Name Appropriate Hulls Power Space SP
Essential Components
Components marked with * generate power.
Plasma Drives
Warp Engines
Gellar Fields
Void Shields
Ship's Bridge
Life Sustainers
Crew Quarters
Augur Arrays
Availability Src Pg. Notes
Name Appropriate Hulls Power Space Str Dam
Ship Weapons
Macrobatteries
Lances
Nova Cannons
Torpedoes
Landing Bays
Crit Range SP Availability Src Pg. Notes
Name Appropriate Hulls Power Space SP
Supplemental Components
May take more than one of any component unless marked with a *.
Additional Facilities
Availability Src Pg.
Notes
Name Appropriate Hulls Power Space SP Availability
Special Components
Archeotech
Xenotech
Src Pg.
Notes
Name
Ship Upgrades
Crew Quality
General Upgrades
Notes
Availability/SP Src Pg.
Name Career
Character Options
New Origins
New Talents
New Skills
New Traits
Astropathic Dedications
Archetypes
Requirements Cost (XP) Pg. Description
Name Type Faction
Necrons
Fate Specific
Canoptek Spyder Construct Necrons
Canoptek Wraith Construct Necrons
Deathmark Sentient, Construct Necrons
Destroyer Sentient, Construct Necrons
Necron Lord Sentient, Construct Necrons
Destroyer Lord Sentient, Construct Necrons
Lychguard Sentient, Construct Necrons
Tomb Blade Sentient, Construct Necrons
Triarch Praetorian Sentient, Construct Necrons
Aetehk the Watcher Sentient, Construct Necrons
Raunek Ka, the Holder of Keys Sentient, Construct Necrons
Canoptek Locusts Construct Necrons
Wildlife
Eldar
Orks
Rak'Gol
Dark Eldar
Tau/Kroot
Stryxis
Yu'Vath
Daemons
Tyranids
Others
Voidships
Pg. Description
1.12.0.0, 4/6/11
1.12.1.0, 4/7/11
1.12.1.1, 4/13/11
1.12.2.1, 5/15/11
1.12.3.1, 5/15/11
1.12.3.2. 5/24/11
3.10.0, 5/24/11
3.11.07xx, 07/xx/11
3.11.0724, 7/24/11
3.11.08xx, 08/xx/11
4.11.0827, 08/27/11
4.11.0829, 08/29/11
4.11.0929, 09/12/11
4.11.1109, 11/09/11
4.13.1205, 12/05/11
4.14.0121, 1/21/12
4.16.0821, 8/21/12
4.16.0824
4.17.0925
4.17.121202
4.17.121205
4.18.130108
4.19.130116
4.19.130304
4.20.130307
4.21.130312
4.22.130322
5.35.140316
5.38.140906
5.43.150418
6.45.160417
6.48.161023
Changelog finally begun! Battlefleet Koronus added in this version, as well as numerous typo fixes.
Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombar
values, and added the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple other fixes that FFG Devs hav
when official Errata is out. Also added Torpedo Guidance Systems under the Ship Upgrades tab, as it would seem I
there is some confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I don't know either. F
Fixed a few typos and changes that I missed. Sorry! Also internal update, so this wasn't published.
Added the changes from the 1.1 errata for Deathwatch.
Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in the "DW Optional" tab.
Added page numbers for everything in a separate column, where applicable. Also fixed some mistakes! Also added
Changed the way the version is counted. This is otherwise identical to 1.12.3.2 however. Internal update.
Changed the way the version is counted slightly once more. Added Daemon Hunter equipment, as well as defining t
each section. Various other minor changes.
Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FF
Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays.
Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't remember for pointing them out! Intern
Added Black Crusade equipment. Special thanks to Anonymous for providing this information. Probably some typo f
note, much of the Black Crusade gear is subject to change, pending errata, particularly the weapons that are missin
Fixed the long-las entry for Black Crusade. Didn't release.
A culmination of a bunch of random minor fixes that I didn’t keep a record of. Started storing it in my dropbox. E-mai
"40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you. If that's not in the subject,
This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire acco
A mess of tiny changes, all unrecorded. Still no BC errata unfortunately.
Added equipment from the Book of Judgement as well as First Founding. Some other small changes. STILL no erra
Added equipment and components from Hostile Acquisitions. Adds sub-groups in the starship components pages, s
lacking BC errata, but it should be fine. Also, Null Bays lack an entry, so let me know if you see anything like that an
Added weapons, armor and gear from Disciples of the Dark Gods to unnownrelic's armory. Minor typo fixes.
Minor corrections, thanks to Gavinfoxx, Kiton and Fgdsfg from the FFG Forums.
Added Ork, Rak'Gol and Stryxis equipment from The Koronus bestiary. Unsure about Eldar and Sslyth.
Added Equipment for all races from the NPC profiles in the Bestiary. Added a 'Bestiary' Tab that will be updated with
Cleaned up some formatting issues
Added the "Character options" Tab, which will feature such things as Elite Advances, alternate career ranks, new fe
Added lots and lots of info from The Lathe Worlds.
Added equipment, vehicles, Character options and NPCs from The Soul Reaver. Some typo fixes.
Added The Lost Dataslate and The Dark Kin web enhancements. No release.
Added The Navis Primer.
Added Mark of the Xenos. No release.
Added The Tome of Fate.
Added: Stars of Inequity, Edge of the Abyss, Faith and Coin; The Achilus Assault, Honour the Chapter, The Outer R
errata, Tome of Blood, Tome of Excess; Only War, Hammer of the Emperor. Reworded a whole bunch of stuff for co
Added Tau Character Guide, Tome of Decay, and Shield of Humanity. Created a "Templates" tab for randomly gene
weapons, et cetera. Still slowly going through and updating previous entries.
Added 59 new vehicle profiles from various books (The Outer Reach; Tome of Blood, Tome of Excess; Only War, F
Surrender, Shield of Humanity). I also included the adventure loot from Binding Contracts and Salvaging Solace, wh
are now fully up to date with all 1E source material.
Added all equipment from the Dark Heresy 2E core book and Enemies Within, including the latest errata (version 1.2
Furioso Dreadnought vehicle profile and associated weapon entries, easily available gear is now marked as "Ubiqui
improvements.
Added Enemies Without and Enemies Beyond, plus all DH2E vehicles. Other changes: corrections and sources for
daemon weapons on Melee tab, copied all items with a Field Rating to the "Force Fields" section, minor wording fixe