Name | Weight | Availability | Notes | Page |
---|---|---|---|---|
Backpack | 2 kg | Abundant (+30) | Allows 30 kg of extra weight but requires a full action to remove object. Incompatible with the Combat Vest. | PG 170 CB |
Chameleoline Cloak | 0.5 kg | Rare (-20) | Gains +20 to stealth tests. | PG 170 CB |
Chrono | 0 kg | Plentiful (+20) | Keeps time. | PG 170 CB |
Clothing | 2 kg | Abundant (+30) | Used to keep warm or diguise yourself. It's clothing. | PG 170 CB |
Combat Vest | 2 kg | Scarce (-10) | Holds 15 kg of items and can draw items in combat as Free Action. Incompatible with the Backpack. | PG 170 CB |
Concealed Holster | 1 kg | Average (+0) | Attempts to detect a concealed weapon suffers -20 penalty, but readying the weapon takes and extra Half Action. | PG 170 CB |
Dead Space Earpiece | - | Very Rare (-30) | Grants +20 against Concussive tests | PG 170 CB |
Explosive Collar | 3 kg | Scarce (-10) | Range of 1 km, and if out of range for more than 5 minutes collar detonates and kills the wearer instantly. Removing requires a -20 Tech-Use. Explodes if the removal roll fails with 2 or more DoF. | PG 170 CB |
Filtration Plugs | - | Common (+10) | Nose plugs. Grant +20 against gas. | PG 171 CB |
Photo-Visors/Contacts | 0.5 kg | Scarce (-10) | Grants Dark-Sight trait. | PG 171 CB |
Preysense Goggles | 0.5 kg | Very Rare (-30) | Grants +20 to vision in darkness. | PG 171 CB |
Rebreather | 1 kg | Scarce (-10) | Immune to toxic atmospheres, even allowing water-breathing. Last for 1 hour, takes Full Action to replace. | PG 171 CB |
Recoil Glove | 0.5 kg | Rare (-20) | Can fire weapons one-handed without -20 penalty. | PG 171 CB |
Respirator/Gas Mask | 0.5 kg | Average (+0) | Grants +30 to resist effects of gas and can re-roll if failed. | PG 171 CB |
Survival Suit | - | Average (+0) | Grants +20 to resist extreme environments. | PG 172 CB |
Synskin | 2 kg | Very Rare (-30) | Grants 2 Armor to all locations not already armoured and +10 to Stealth tests. Also immuned to presysense goggles and Dark-sight trait. | PG 172 CB |
Void Suit | 8 kg | Scarce (-10) | Enclosed suit for space. 12 hours of air and imposes a -10 to Agility tests | PG 172 CB |
Name | Weight | Availability | Notes | Page |
---|---|---|---|---|
Auspex/Scanner | 0.5 kg | Scarce (-10) | Grants +20 to awareness tests and counts as a Free Action once per turn. With Tech-Use can see through walls less than 50 cm, has a range of 50 meters. | PG 175 CB |
Auto Quill | 0 kg | Scarce (-10) | Grants +10 to recording data | PG 175 CB |
Clip/Drop Harness | 2 kg | Common (+10) | Grants +30 to Climb tests and cannot fall if failed | PG 175 CB |
Combi-tool | 1 kg | Rare (-20) | Grants +10 to Tech-Use | PG 175 CB |
Comm Leech | 1 kg | Very Rare (-30) | Can hack a transmission with Tech-Use. Usable for minutes equal to Degrees of Success | PG 175 CB |
Dataslate | 0.5 kg | Common (+10) | Used for data storage and communication - it's a tablet | PG 175 CB |
Demolition Kit | 4 kg | Very Rare (-30) | Allows for setup of demo devices. Contains: Five demolition charges (count as Krak Grenades), 100 meter det-cord (burns at 10 sec per meter), and pressure detonator. | PG 175 CB |
Diagnostor | 4 kg | Rare (-20) | Grants +20 to Medicae or Perception to determine proper treatment | PG 175 CB |
Disguise Kit | 2 kg | Very Rare (-30) | Make you look like someone else. +10 to deceive tests | PG 175 CB |
Excruciator Kit | 2 kg | Very Rare (-30) | Grants +20 to Interrogation tests. | PG 176 CB |
Field Suture | 0.5 kg | Average (+0) | Provides +30 to Medicae tests to stop Blood Loss | PG 176 CB |
Glow-globe/stab light | 0.5kg | Abundant (+30) | Glow-globe projects light in a 12m radius - stab-light projects a narrow beam 24m. Lasts 5 hours | PG 176 CB |
Grapnel and Line | 2 kg | Common (+10) | A Clip-harness and Gas powered pistol to shoot a hook and line 100 m away. | PG 176 CB |
Grav Chute | 15 kg | Rare (-20) | Pass a Challenging (+0) Agility test or Routine (+20) Operate (Aeronautica) test, and allows for a safe, guided fall from any height; otherwise counts as having fallen two metres for each degree of failure | PG 176 CB |
Hand-Held Targeter | 0.5 kg | Scarce (-10) | Grants +20 to next Ballistic Skill check when using weapons with Indirect quality. | PG 176 CB |
Inhaler/Injector | 0.5 kg | Common (+10) | Holds drugs that can be administered as a Half Action. | PG 176 CB |
Lascutter | 4 kg | Average (+0) | Cuts or welds 10 cm of metal and counts as a Heavy weapon on targets within 2 meters. | PG 176 CB |
Laud Hailer | 4 kg | Scarce (-10) | Aplifies normal speech levels to those audible through crowds | PG 176 CB |
Magboots | 2 kg | Rare (-20) | Reduces Agility bonus by 2 but allows to grip to metallic surfaces. | PG 176 CB |
Magnoculars | 0.5 kg | Average (+0) | Binoculars | PG 176 CB |
Manacles | 1 kg | Plentiful (+20) | Handcuffs | PG 176 CB |
Medi-kit | 2 kg | Common (+10) | Grants +10 bonus to Medicae tests. | PG 176 CB |
Micro-bead | 0 kg | Average (+0) | Can talk to others up to 1 km away | PG 177 CB |
Monotask Servo-Skull | 2 kg | Rare (-20) | Floating skulls that have a single function:
Auger: Grants benefits of an Auspex Illumination: Lights up a 20 meter area Land Hailer: Records speech and amplifies voice Medicae: Counts as a Medi-kit Utility: Counts as a Combi-tool |
PG 177 CB |
Multi Compass | 4 kg | Near Unique (-50) | Grants a +20 bonus to all Survival and Navigation (Surface) tests | PG 177 CB |
Multikey | 0 kg | Scarce (-10) | Gains a +30 bonus to Security test when trying to open locks | PG 177 CB |
Null Rod | 1 kg | Near Unique (-50) | Dampen the powers of any psykers within 2d10 metres, causing them to take all tests to use any of their psychic powers with a -30 penalty. Also offer protection from psychic attacks by a +30 bonus to resist any psychic power that directly affects him. | PG 177 CB |
Pict Recorder | 1 kg | Average (+0) | Camcorder | PG 177 CB |
Psy Focus | 0 kg | Average (+0) | Grants +10 to Focus Power Tests | PG 177 CB |
Regicide Set | 1 kg | Plentiful (+20) | Chess in the future and takes 1d5 hours. Grants +10 to fellowship with the opponent the following day | PG 177 CB |
Screamer | 2 kg | Scarce (-10) | Activate by Tech-use test. It has a perception of 75 for detecting movement and when triggered sounds an alarm | PG 177 CB |
Signal Jammer | 2 kg | Rare (-20) | Jams other transmissions within 1km | PG 178 CB |
Stasis Cage | 6 kg | Extremely Rare (-40) | Hold anything with a Size trait of 7 or lower that does not possess the Incorporeal trait for five hours (if using the battery pack. Inside cannot take any actions, and outside of cannot attack or interact with anything inside. Compacts into a flat plate 3 meters across. | PG 43 EO |
Static Generator | 3 kg | Very Rare (-30) | Broadcast static to all comm systems within 30 meters | PG 178 CB |
Stummer | 2 kg | Average (+0) | Dampens sound and grants +30 to Stealth test. Last for 20 minutes before needing to be recharged | PG 178 CB |
Vox-caster | 4 kg | Scarce (-10) | Offers communication to up to 100 km | PG 178 CB |
Writing Kit | 2 kg | Plentiful (+20) | Pen and paper | PG 178 CB |
Name | Availability | Benefit | Page |
---|---|---|---|
Augur Array | Rare (-20) | Identically to a auspex and requires concentration and a Half Action. | PG 181 CB |
Autosanguine | Very Rare (-30) | Repairs minor injuries and speeds recovery. Always considered Lightly Damaged, and heals at an increased rate, removing 2 points of damage per day instead of 1. | PG 181 CB |
Baleful Eye | Near Unique (-50) | Counts as a hot-shot laspistol with a range of 10m. It has no clip size, however a jamb result causes to lose sight in the eye for a number of rounds equal to the degrees of failure. | PG 182 CB |
Bionic Arm | Scarce (-10) | Common mechanical arm. Craftsmanship determines bonuses. | PG 180 CB |
Bionic Legs | Scarce (-10) | Common mechanical leg. Craftsmanship determines bonuses. | PG 181 CB |
Bionic Respiratory System | Rare (-20) | Gain a +20 bonus to Toughness tests made to resist airborne toxins and gas. | PG 181 CB |
Bionic Heart | Very Rare (-30) | Gains +1 Armour point to the Body location and Sprint talent. | PG 181 CB |
Bionic Senses | Rare (-20) | Common mechanical eyes, ears, and noses. Craftsmanship determines bonuses. | PG 181 CB |
Calculus Logi Upgrade | Very Rare (-30) | Grants +10 to Literacy, Logic, and Scholastic Lore tests. | PG 182 CB |
Cerebral Implants | Very Rare (-30) | Restore paralysed and brain-damaged users to a semblance of normality, but with a permanent loss of 1d10 points from the character's Weapon Skill, Ballistic Skill, Agility, Intelligence, and Fellowship characteristics. Craftsmanship determines bonuses. | PG 182 CB |
Cranial Armour | Scarce (-10) | Adds +1 Armour point to the Head. | PG 182 CB |
Ferric Lure Implants | Very Rare (-30) | After a Willpower test, can call an unsecured metal object into his hand; the object cannot mass more than 1 kg per point of Willpower bonus, and must be within 20 metres. Must have Mechanicus Implants trait. | PG 182 CB |
Interface Port | Rare (-20) | grants a +10 bonus to Common Lore, Inquiry, or Tech-Use tests whilst connected to a relevant mechanism or data spool. | PG 182 CB |
Internal Reservoir | Rare (-20) | Acts as a powerful battery. When it is fully charged, no longer gains Fatigue from using Luminen Capacitors either to recharge or attack something, but each use drains the reservoir by half. The battery fully recharges after one day of resting. | PG 182 CB |
Locator Matrix | Rare (-20) | Present location to within a few meters but must know planet detail. | PG 183 CB |
Luminen Capacitor | Very Rare (-30) | With a successful Toughness test, recharges or powers machinery. Difficulty depending on the nature of the powered system. | PG 183 CB |
Maglev Coils | Very Rare (-30) | Using a Half Action, the user may hover 20-30 centimetres off the ground for a number of minutes equal to 1d10 plus the character's Toughness bonus. | PG 183 CB |
Mechadendrite | Very Rare (-30) | Act as additional arms. Different types offer bonuses to respected operation. | PG 183 CB |
Memorance Implant | Rare (-20) | Provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value. | PG 184 CB |
Mind Impulse Unit | Rare (-20) | Add a +10 bonus to Tech-Use or Operate tests used in conjunction with devices capable of MIU linking. | PG 184 CB |
MIU Weapon Interface | Rare (-20) | Fires the linked ranged weapon as a Free Action during his turn. Note that he can still only take a single Action with the Attack subtype during his turn. | PG 184 CB |
Respiratory Filter Implant | Rare (-20) | Grants a +20 bonus to resist inhaled poisons, gas weapons, or atmospheric toxins. | PG 185 CB |
Scribe-tines | Rare (-20) | Grants +10 to all Lore skill tests. | PG 185 CB |
Subskin Armour | Very Rare (-30) | Adds +2 armor to Arms, Body, and legs which stacks with armor. | PG 185 CB |
Synth Muscle | Rare (-20) | Grants the Unnatural Strength (1) trait | PG 185 CB |
Vocal Implant | Scarce (-10) | Works to amplify the vocal cords to an inhuman range. | PG 185 CB |
Volitor Implant | Rare (-20) | Compelled not to reveal a certain item of information, remain within a set area, or perform a specific task. If the subject attempts'or is forced'to counter this compulsion, his brain shuts down into unconsciousness, or even death for some severe volitor patterns. | PG 185 CB |
Name | Weight | Availability | Notes | Page |
---|---|---|---|---|
Amasec | 1 kg | Average (+0) | Distilled spirits. Think brandy, whiskey, etc. | PG 172 CB |
Desoleum Fungus | - | Scarce (-10) | Lasts 1d10 rounds, and suffers 1 Fatigue. While under the effects can invert any 1d100 roll. | PG 172 CB |
De-Tox | - | Rare (-20) | Clears any chemical effects. User is Stunned for 1d10 minus Toughness bonus rounds. | PG 172 CB |
Frenzon | - | Very Rare (-30) | Grants Frenzied for 1d10 minutes. | PG 173 CB |
Lho-Sticks | - | Common (+10) | Cigarettes for the grim darkness of the 41st millennium | PG 173 CB |
Obscura | - | Rare (-20) | Enters a dream like state for 1d5 hours. If in combat consider them under the effects of a hallucinogen grenade. | PG 173 CB |
Ration Pack | 2 kg | Plentiful (+20) | During rest of at least 2 hours or more remove one additional level of Fatigue. | PG 173 CB |
Recaf | - | Abundant (+30) | Organic plant material roasted/dried and infused with caffeine. Removes 1 level of Fatigue. | PG 173 CB |
Sacred Unguents | - | Very Rare (-30) | Oils blessed by the Omnissiah. Applied to weapon as a full action and becomes immune to jamming for one clip. Can be applied to an already-jammed weapon to immediately clear the jam. | PG 173 CB |
Slaught | - | Scarce (-10) | Increase Agility and Perception bonus by 3 for 2d10 minutes. When over take a toughness test or suffer -20 to Agility and Perception tests for 1d5 hours. | PG 174 CB |
Spook | - | Rare (-20) | Pass a Willpower test or gain 1d5 Insanity . If successful gains 1 psy rating or additional psy rating. Effects last for 1d5 hours. | PG 174 CB |
Stimm | - | Average (+0) | Lasts 3d10 rounds and ignores any negative effects from damage, Critical damage, Fatigue, and cannot be stunned. When it wears off, they suffer a -20 to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. | PG 174 CB |
Tranq | 1 kg | Abundant (+30) | Numbs the body and mind. | PG 174 CB |