{"text_format":"3","workbook":"xlsx","n_sheets":1,"sheets":["Armory"],"not_rendered":{"defined_names":3},"read":"whole","date_system":"1900"}

{"sheet":"Armory","index":0,"n_rows":508,"n_cols":23,"rows_kept":508}
["Name","Class","Range (m)","RoF","Dice","StaticD","Dtype","Pen","Mag","Rld","Specials","Wt (kg)","Availability","Source","Page","AP","Locations","Stack?","Max Ag","Used With","Field PR","Overload","Notes/Description"]
["Dark Heresy Second Edition Armory"]
[]
["AVAILABILITY",null,"REQUISITION MODIFIER",{"$nulls":5},"QUALITY","REQUISITION MOD"]
["Ubiquitous (UB)",null,"Automatic",null,100,{"$nulls":3},"1 (Poor)",10]
["Abundant (AB)",null,"Easy (+30)",null,30,{"$nulls":3},"2 (Common)",0]
["Plentiful (PL)",null,"Routine (+20)",null,20,{"$nulls":3},"3 (Good",-20]
["Common (CM)",null,"Ordinary (+10)",null,10,{"$nulls":3},"4 (Best)",-30]
["Average (AV)",null,"Challenging (+0)",null,0]
["Scarce (SC)",null,"Difficult (–10)",null,-10,{"$nulls":3},"Field Quality","Overload Roll"]
["Rare (RA)",null,"Hard (-20)",null,-20,{"$nulls":3},"Poor","01-15"]
["Very Rare (VR)",null,"Very Hard (–30)",null,-30,{"$nulls":3},"Common","01-10"]
["Extremely Rare (ER)",null,"Arduous (–40)",null,-40,{"$nulls":3},"Good","01-05"]
["Near Unique (NU)",null,"Punishing (–50)",null,-50,{"$nulls":3},"Best","01"]
["Unique (UN)",null,"Hellish (–60)/GM's discretion",null,-60]
[]
["RANGED WEAPONS"]
["Bolt Weapons"]
["Bolt Pistol","Pistol",30,"S/2/-","1d10+",5,"X",4,8,"Full","Tearing",3.5,"Very Rare","Core",151]
["Boltgun","Basic",100,"S/3/-","1d10+",5,"X",4,24,"Full","Tearing",7,"Very Rare","Core",151]
["Heavy Bolter","Heavy",150,"-/-/6","1d10+",8,"X",5,60,"Full","Tearing",40,"Very Rare","Core",151]
["Storm Bolter","Basic",90,"S/2/4","1d10+",5,"X",4,60,"Full","Storm, Tearing",9,"Extremely Rare","Core",151]
["Godwyn-De’az Bolt Pistol","Pistol",40,"S/2/-","1d10+",5,"X",4,10,"Full","Reliable, Tearing",3,"Extremely Rare","EWI",42,{"$nulls":7},"Such weapons are normally only available to Acolytes with the Adepta Sororitas background"]
["Godwyn-De’az Boltgun","Basic",90,"S/2/-","1d10+",5,"X",4,30,"Full","Reliable, Tearing",6,"Very Rare","EWI",42,{"$nulls":7},"Such weapons are normally only available to Acolytes with the Adepta Sororitas background"]
["Godwyn-De’az Heavy Bolter","Heavy",140,"-/-/6","1d10+",8,"X",5,80,"Full","Reliable, Tearing",35,"Extremely Rare","EWI",42,{"$nulls":7},"Such weapons are normally only available to Acolytes with the Adepta Sororitas background"]
["Godwyn-De’az Storm Bolter","Basic",80,"S/2/4","1d10+",5,"X",4,60,"Full","Reliable, Storm, Tearing",8,"Near Unique","EWI",42,{"$nulls":7},"Such weapons are normally only available to Acolytes with the Adepta Sororitas background"]
["Psycannon","Heavy",120,"-/2/5","2d10+",5,"X",5,40,"3 Full","Daemonbane, Reliable, Tearing",20,"Near Unique","EB",41,{"$nulls":7},"Psycannons have integral suspensor technology, granting the wielder the Auto-Stabilised trait while in use, and are always of at least Good craftsmanship. They ignore all protective benefits granted by psychic powers and inflict +2 additional damage for every point of the wielder’s psy rating."]
[]
["Flame Weapons"]
["Hand Flamer","Pistol",10,"S/-/-","1d10+",4,"E",2,2,"2 Full","Flame, Spray",3.5,"Rare","Core",152]
["Flamer","Basic",20,"S/-/-","1d10+",4,"E",2,6,"2 Full","Flame, Spray",6,"Scarce","Core",152]
["Heavy Flamer","Heavy",30,"S/-/-","1d10+",5,"E",4,10,"2 Full","Flame, Spray",45,"Rare","Core",152]
["Cerberus Heavy Flamer","Heavy",40,"S/-/-","1d10+",5,"E",3,6,"2 Full","Flame, Spray, Reliable, Vengeful (9)",50,"Very Rare","FAQ",6,{"$nulls":7},"Is Correct Errata Profile"]
["Gorgon Chemical Flamer","Basic",20,"S/-/-","1d10+",4,"E",2,6,"2 Full","Corrosive, Felling (1), Flame, Spray, Toxic (2)",8,"Very Rare","EWI",42,{"$nulls":7},"May not use specialist flame ammunition"]
["Hydra Flamer Array","Basic",8,"S/-/-","1d10+",4,"E",2,10,"2 Full","Flame, Spray, Proven (3)",10,"Very Rare","EWI",42,{"$nulls":7},"When a character fires a Hydra Flamer Array, he gains the Fear (1) trait until the end of the encounter. The Hydra’s Spray quality afects a 90° cone, rather than the usual 30° arc for weapons with this quality Its weight includes the backpack fuel supply."]
["Incinerator","Basic",30,"S/-/-","1d10+",6,"E",6,10,"2 Full","Flame, Spray, Daemonbane",6,"Extremely Rare","EB",40,{"$nulls":7},"An Incinerator ignores any protective benefits granted by psychic powers, and targets in its area of effect suffer a –10 penalty on Agility tests to avoid the flames for each point of the wielder’s psy rating."]
[]
["Las Weapons"]
["Laspistol","Pistol",30,"S/2/-","1d10+",2,"E",0,30,"Half","Reliable",1.5,"Common","Core",153,{"$nulls":7},"Las Weapon Variable Settings"]
["Lasgun","Basic",100,"S/3/-","1d10+",3,"E",0,60,"Full","Reliable",4,"Common","Core",153,{"$nulls":7},"Las Weapon Variable Settings"]
["Laslock","Basic",70,"S/-/-","1d10+",4,"E",0,1,"Half","Unreliable",4,"Plentiful","Core",153,{"$nulls":7},"Las Weapon Variable Settings"]
["Long Las","Basic",150,"S/-/-","1d10+",3,"E",1,40,"Full","Accurate, Felling (4), Reliable",4.5,"Scarce","Core",154,{"$nulls":7},"Las Weapon Variable Settings"]
["Hot-Shot Laspistol","Pistol",20,"S/2/-","1d10+",4,"E",7,40,"2 Full",null,4,"Rare","Core",154,{"$nulls":7},"Hot-shot weapons use a 10 kg backpack power source rather than a standard plug-in pack, even for the smaller hot-shot pistol. Hot-shot weapons can also be linked to larger backpacks for additional ammunition (see page 162). Hot-shot weapons do not benefit from the Las Weapon Variable Setting rules."]
["Hot-Shot Lasgun","Basic",60,"S/3/-","1d10+",4,"E",7,30,"2 Full",null,6,"Rare","Core",154,{"$nulls":7},"Hot-shot weapons use a 10 kg backpack power source rather than a standard plug-in pack, even for the smaller hot-shot pistol. Hot-shot weapons can also be linked to larger backpacks for additional ammunition (see page 162). Hot-shot weapons do not benefit from the Las Weapon Variable Setting rules."]
[]
["Launcher Weapons"]
["Grenade Launcher","Basic",60,"S/-/-","†","†","†","†",6,"2 Full","†",12,"Average","Core",154,{"$nulls":7},"Uses Ammunition Profile for Damage/Pen/Effects, Grenades must be of the same type without fire selector"]
["Missile Launcher","Heavy",300,"S/-/-","†","†","†","†",1,"Full","†",35,"Rare","Core",154,{"$nulls":7},"Uses Ammunition Profile for Damage/Pen/Effects"]
[]
["Low-Tech Weapons"]
["Bolas","Thrown",10,"S/-/-",{"$nulls":3},0,1,null,"Innacurate, Snare (1)",1.5,"Average","Core",154]
["Bow","Basic",30,"S/-/-","1d10+",0,"R",0,1,"Half","Primitive (6), Reliable",2,"Common","Core",154]
["Crossbow","Basic",30,"S/-/-","1d10+",0,"R",0,1,"2 Full","Primitive (7)",3,"Common","Core",154]
["Arquebus","Basic",45,"S/-/-","2d10+",0,"I",2,1,"2 Full","Concussive (1), Inaccurate, Unreliable",8,"Common","EWI",42,{"$nulls":7},"If a character with a Strength bonus of 3 or less uses this weapon, it counts as a Heavy weapon instead of Basic weapon. When fired, an arquebus also creates a cloud with the Smoke (1) quality centred on the firer that lasts for 1d5-1 rounds."]
["Castigator Heavy Crossbow","Heavy",70,"S/-/-","1d10+",6,"I",1,14,"2 Full","Concussive (2), Reliable",12,"Scarce","EWI",44,{"$nulls":7},"Whenever a Castigator inlicts damage (after reductions for Armour and Toughness bonus) on a target that has the Size trait with a value of 5 or lower, that target is knocked Prone."]
["Deliverance Light Crossbow","Pistol",15,"S/-/-","1d10+",0,"R",0,1,"Half","Primitive (7)",1,"Rare","EWI",42,{"$nulls":7},"If given a forearm weapon mounting, the Deliverance’s range is not reduced. Tests to find a concealed Deliverance sufer a –20 penalty, and it counts as having a built-in silencer"]
["Drake's Claw Launcher","Heavy",200,"S/-/-","1d10+",2,"X",2,1,null,"Blast (3), Crippling (1), Inaccurate, Primitive (7), Tearing",6,"Rare","EWI",42,{"$nulls":7},"This rocket is a single use item and cannot be reloaded."]
["Flintlock Pistol","Pistol",15,"S/-/-","1d10+",2,"I",0,1,"2 Full","Inaccurate, Primitive (8), Unreliable",3,"Common","EWI",42,{"$nulls":7},"This pistol counts as a truncheon when used in melee combat"]
["Longflame Launcher","Heavy",200,"S/-/-","1d10+",0,"R",0,1,null,"Blast (4), Flame, Inaccurate, Primitive (8)",6,"Rare","EWI",42,{"$nulls":7},"This rocket is a single use item and cannot be reloaded."]
["Musket","Basic",30,"S/-/-","1d10+",3,"I",0,1,"2 Full","Inaccurate, Primitive (8), Unreliable",7,"Common","EWI",44,{"$nulls":7},"A musket counts as a staf when used in melee combat."]
["Snapper Repeating Rifle","Basic",50,"S/2/-","1d10+",3,"I",0,8,"2 Full","Inaccurate, Overheats, Primitive (8), Unreliable",45,"Very Rare","EWI",44,{"$nulls":7},"If a Snapper’s wielder uses it as an improvised melee weapon and scores two or more degrees of failure on the Weapon Skill test, its mechanisms snap and it is damaged."]
[]
["Melta Weapons"]
["Inferno Pistol","Pistol",10,"S/-/-","2d10+",10,"E",12,3,"Full","Melta",3,"Near Unique","Core",155]
["Meltagun","Basic",20,"S/-/-","2d10+",10,"E",12,5,"Full","Melta",15,"Very Rare","Core",155]
[]
["Plasma Weapons"]
["Plasma Pistol","Pistol",30,"S/2/-","1d10+",6,"E",6,10,"3 Full","Maximal, Overheats",4,"Very Rare","Core",155]
["Plasma Gun","Basic",90,"S/2/-","1d10+",7,"E",6,40,"5 Full","Maximal, Overheats",18,"Very Rare","Core",155]
[]
["Solid Projectile Weapons"]
["Autopistol","Pistol",30,"S/-/6","1d10+",2,"I",0,18,"Full",null,1.5,"Average","Core",155]
["Autogun","Basic",100,"S/3/10","1d10+",3,"I",0,30,"Full",null,5,"Average","Core",155]
["Autocannon","Heavy",300,"S/3/-","3d10+",8,"I",6,24,"2 Full","Reliable",40,"Very Rare","Core",155]
["Hand Cannon","Pistol",35,"S/-/-","1d10+",4,"I",2,5,"2 Full",null,3,"Scarce","Core",155]
["Heavy Stubber","Heavy",100,"-/-/8","1d10+",4,"I",3,80,"2 Full",null,30,"Rare","Core",156]
["Shotgun","Basic",30,"S/-/-","1d10+",4,"I",0,8,"2 Full","Scatter",5,"Average","Core",156]
["Combat Shotgun","Basic",30,"S/3/-","1d10+",4,"I",0,18,"Full","Scatter",6.5,"Scarce","Core",156]
["Sniper Rifle","Basic",200,"S/-/-","1d10+",4,"I",3,20,"Full","Accurate, Reliable",5,"Scarce","Core",156]
["Stub Automatic","Pistol",30,"S/3/-","1d10+",3,"I",0,9,"Full",null,1.5,"Average","Core",156]
["Stub Revolver","Pistol",30,"S/-/-","1d10+",3,"I",0,6,"2 Full","Reliable",1.5,"Plentiful","Core",156]
[]
["Exotic Weapons"]
["Grav Pistol","Pistol",15,"S/-/-","1d10+",3,"I",6,6,"Full","Concussive (1), Graviton",3,"Near Unique","Core",156]
["Graviton Gun","Basic",30,"S/3/-","1d10+",6,"I",8,9,"2 Full","Concussive (2), Graviton",6,"Extremely Rare","Core",156]
["Needle Pistol","Pistol",30,"S/-/-","1d10+",0,"R",0,6,"Full","Accurate, Felling (1), Toxic (5)",1.5,"Very Rare","Core",156,{"$nulls":7},"Needle weapons count as having a built-in silencer (see page 164)."]
["Needle Rifle","Basic",180,"S/-/-","1d10+",0,"R",0,6,"2 Full","Accurate, Felling (1), Toxic (5)",2,"Very Rare","Core",156,{"$nulls":7},"Needle weapons count as having a built-in silencer (see page 164)."]
["Web Pistol","Pistol",30,"S/-/-",{"$nulls":3},0,1,"Full","Snare (0)",3.5,"Very Rare","Core",156,{"$nulls":7},"The filaments become brittle and dissolve away after 1d5 hours."]
["Webber","Basic",50,"S/-/-",{"$nulls":3},0,1,"Full","Blast (5), Snare (1)",8,"Rare","Core",156,{"$nulls":7},"The filaments become brittle and dissolve away after 1d5 hours."]
["Digi-Weapon","Pistol",3,"S/-/-","†","†","†","†",1,"†","†",0.5,"Near Unique","EWO",42,{"$nulls":7},"See Text, Enemies Without pg42"]
["Firesprite Needler","Pistol",30,"-/4/8","1d10+",2,"R",2,16,"2 Full","Inaccurate, Toxic (2)",1.5,"Extremely Rare","EWO",43,{"$nulls":7},"The firesprite needler has the Compact, Forearm Weapon Mounting, and Silencer modifications"]
["Integration Cannon","Heavy",100,"S/-/-","4d10+",4,"I",8,6,"3 Full","Blast (5), Concussive (0), Inaccurate",65,"Near Unique","EWO",43,{"$nulls":7},"After being fired, the cannon creates a gravitic anomaly within the area of its Blast quality that persists for 1d5 rounds. Whenever a character begins his turn in this area, he must make a Hard (–20) Dodge (Strength) test. If he fails, he is Immobilized until the end of his turn and suffers a single automatic hit to a randomly determined location for 4d10+4 Impact damage with penetration 8."]
["Quillgun","Basic",120,"S/-/-","†","†","†","†",3,"Full","†",6,"Very Rare","EWO",43,{"$nulls":7},"When Acquired, the quillgun comes with one clip each of Ataractic and Venenum rounds, the only types of ammunition it can use. The weapon has the Silencer modification."]
["Quillgun (Ataractic)","Basic",{"$nulls":5},0,null,null,"Concussive (5), Reliable",null,"Very Rare","EWO",43,{"$nulls":7},"See Text, Enemies Without pg43"]
["Quillgun (Venenum)","Basic",null,null,"1d10+",1,"I",3,null,null,"Reliable, Toxic (4)",null,"Scarce","EWO",43,{"$nulls":7},"See Text, Enemies Without pg43"]
["Hellrifle","Basic",300,"S/-/-","1d10+",4,"R",4,"-","-","Felling (2)",10,"Very Rare","EB",40]
["Silverseine Launcher","Heavy",60,"S/-/-","1d10+",0,"I",0,1,"2 Full","Blast (4), Reliable, Sanctified, Snare (2)",25,"Very Rare","EB",41,{"$nulls":7},"Silverseine launchers double their Snare value against characters with the Daemonic trait. Any such adversary trapped in a silverseine net must also test for Warp Instability at the start of each round."]
[]
["Eldar Weapons"]
["Eldar Plasma Grenade","Thrown","SBx3","S/-/-","1d10+",8,"E",8,1,null,"Blast (4), Shocking",0.5,"Very Rare","EWO",45]
["Shardcarbine","Basic",60,"S/3/5","1d10+",2,"R",3,150,"2 Full","Storm, Toxic (1)",3,"Extremely Rare","EWO",45]
["Shuriken Cannon","Heavy",60,"-/-/10","1d10+",6,"R",4,200,"2 Full","Razor Sharp, Reliable",18,"Extremely Rare","EWO",45,{"$nulls":7},"This weapon grants the firer the Auto-Stabilised trait when in use."]
["Shuriken Catapult","Basic",80,"S/3/10","1d10+",4,"R",3,120,"Full","Razor Sharp, Reliable",2.5,"Extremely Rare","EWO",45]
["Shuriken Pistol","Pistol",30,"S/3/-","1d10+",4,"R",3,60,"Full","Razor Sharp, Reliable",1.2,"Very Rare","EWO",45]
["Splinter Cannon","Heavy",110,"-/-/10","1d10+",5,"R",4,300,"3 Full","Tearing, Toxic (4)",5,"Extremely Rare","EWO",46,{"$nulls":7},"This weapon grants the firer the Auto-Stabilised trait when in use."]
["Splinter Pistol","Pistol",30,"S/3/-","1d10+",2,"R",3,120,"2 Full","Toxic (1)",1.5,"Very Rare","EWO",46,{"$nulls":7},"counts as a knife with the Mono weapon modification when used in melee combat."]
["Splinter Rifle","Basic",80,"S/3/5","1d10+",2,"R",3,180,"2 Full","Toxic (2)",2,"Extremely Rare","EWO",46,{"$nulls":7},"counts as a spear with the Mono weapon modification when used in melee combat"]
[]
["Ork Weapons"]
["Big Shoota","Basic",120,"-/-/10","1d10+",6,"I",2,60,"2 Full","Inaccurate, Unreliable",6,"Very Rare","EWO",47]
["Burna (Ranged)","Basic",20,"S/-/-","1d10+",4,"E",2,6,"Full","Flame, Spray, Unreliable",8,"Very Rare","EWO",47,{"$nulls":7},"The burna has two profiles (one for melee and one for ranged combat), and requires two hands to use in either mode. Its weight includes the backpack fuel tank."]
["Rokkit Launcha","Basic",150,"S/-/-","2d10+",5,"X",6,1,"Half","Blast (2), Inaccurate, Unreliable",6,"Very Rare","EWO",48]
["Shoota","Basic",60,"S/3/-","1d10+",4,"I",0,30,"Full","Inaccurate, Unreliable",4,"Rare","EWO",48]
["Slugga","Pistol",20,"S/3/-","1d10+",4,"I",0,18,"Full","Inaccurate, Unreliable",2,"Rare","EWO",48]
["Stikkbomb","Thrown","SBx3","S/-/-","2d10+",5,"X",2,1,null,"Blast (2), Unreliable",1,"Rare","EWO",48,{"$nulls":7},"A stikkbomb counts as a truncheon when used in melee combat. If a character fails a Weapon Skill test to use it this way with 3 or more degrees of failure on the test, the stikkbomb immediately detonates."]
[]
["Tau Weapons"]
["Kroot Rifle","Basic",110,"†","†","†","†","†","†","†","†",6,"Very Rare","EWO",49,{"$nulls":7},"A Kroot rifle counts as a staff with the Mono weapon upgrade when used in melee combat."]
["Kroot Rifle (Pulse Round)","Basic",null,"S/2/-","1d10+",5,"E",1,6,"2 Full",null,null,"-","EWO",49]
["Kroot Rifle (Sniper Round)","Basic",null,"S/-/-","1d10+",7,"R",5,1,"Half","Accurate",null,"-","EWO",49]
["Photon Grenade","Thrown","SBx3","S/-/-",{"$nulls":6},"Blast (12)",0.5,"Very Rare","EWO",49,{"$nulls":7},"A character within the blast radius of a photon grenade that detonates who lacks eye protection must make a Challenging (+0) Agility test or be blinded for a number of rounds equal to his degrees of failure"]
["Pulse Carbine","Basic",60,"S/-/3","2d10+",2,"E",4,24,"Full",null,6,"Extremely Rare","EWO",49,{"$nulls":7},"Weapon has an Underslung photon grenade launcher with a range of 60m and a Mag size of 1"]
["Pulse Pistol","Pistol",40,"S/2/-","2d10+",2,"E",4,16,"Half",null,3,"Extremely Rare","EWO",49]
["Pulse Rifle","Basic",150,"S/2/4","2d10+",3,"E",4,36,"Half",null,8,"Extremely Rare","EWO",49]
[]
["Xenos Weapons Cache D-216-98"]
["Abaltive Projector","Basic",100,"S/2/-","1d10+",8,"E",5,"-","-","Reliable, Vengeful (9)",10,"Extremely Rare","EWO",50]
["Cascade Lance","Basic",15,"S/-/-","2d10+",12,"E",10,1,"Half","Proven (5), Reliable",6,"Near Unique","EWO",50,{"$nulls":7},"A cascade lance requires two hands to wield when it is used as a melee weapon."]
["Concussion Beamer","Pistol",30,"S/3/-","1d10+",5,"X",4,"-","-","Concussive (1), Reliable",4,"Near Unique","EWO",50]
["Resonance Arc","Basic",75,"S/-/-","2d10+",3,"E",3,"-","-","Shocking, Reliable",20,"Near Unique","EWO",50,{"$nulls":7},"When a character using a resonance arc rolls a 9 or 10 for damage, or kills a target, a bolt of electricity arcs from the original target to a randomly selected target within 5 metres, inflicting an additional automatic hit with the weapon’s profile on the new target’s Body location. This extra hit can result in further additional hits as the arc leaps from target to target"]
[]
["Artefacts of the Lost Races"]
["Akvran Cutter","Thrown","SBx3","S/-/-","2d10+",0,"E",6,1,null,"Blast (3), Concussive (3), Proven (4)",1,"Extremely Rare","EWO",51]
["Guldaniri Bile Projector","Basic",60,"S/-/-","3d10+",0,"E",0,10,"3 Full","Blast (2), Corrosive, Toxic (2)",11,"Very Rare","EWO",51]
["Havatian Ringblade (Ranged)","Thrown","SBx3","S/-/-","1d10+",6,"X",6,1,null,"Blast (2), Corrosive",1,"Extremely Rare","EWO",51,{"$nulls":7},"A character may use a Havatian ringblade as a melee weapon or as a grenade. If used as   grenade, it explodes on impact and is destroyed."]
["Kyaire Riveblade Grenade","Thrown","SBx3","S/-/-","1d10+",6,"R",10,1,null,"Razor Sharp",1,"Very Rare","EWO",51]
["Neural Catalyser","Pistol",35,"S/-/-","2d10+",0,"X",0,"-","-","Concussive (3), Overheats",3,"Extremely Rare","EWO",52,{"$nulls":7},"Damage inflicted by a neural catalyser ignores armour, and is reduced by the target’s Willpower bonus instead of its Toughness bonus. Whenever a hit from a neural catalyser inflicts damage on a target (after reduction for Willpower bonus), the target also suffers 1d5 Willpower damage"]
["Xenarch Death-Arc","Basic",100,"S/3/6","1d10+",3,"E",0,90,"Full","Inaccurate, Shocking",10,"Very Rare","EWO",52,{"$nulls":7},"When a character wielding a Xenarch death-arc would inflict multiple hits from a single attack using this weapon, he instead resolves a single hit against the first hit location he struck as part of the attack. This hit inflicts 1d10+3 additional Energy damage for each hit he would have inflicted beyond the first."]
[]
[]
["GRENADES & EXPLOSIVES"]
["Grenades/Missiles"]
["Blind Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Smoke (2)",0.5,"Scarce","Core",157,{"$nulls":7},"Sensors and vision that would pierce normal smoke cannot see through haze thus created."]
["Choke Grenade","Thrown","SBx3","S/-/-","Special",null,null,0,1,null,"Blast (3)",0.5,"Scarce","Core",157,{"$nulls":7},"Characters within the radius of the choke gas must make a Toughness test each turn; failure inflicts one level of Fatigue. Four or more degrees of failure indicates serious harm, and the character suffers a 1d10 Toughness damage. The gas lasts for 2d5 rounds, or less in adverse weather conditions."]
["Frag Grenade","Thrown","SBx3","S/-/-","2d10",null,"X",0,1,null,"Blast (3)",0.5,"Common","Core",157]
["Hallucinogen Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Blast (6), Hallucinogenic (2)",0.5,"Scarce","Core",157]
["Haywire Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Haywire (2)",0.5,"Very Rare","Core",157]
["Krak Grenade","Thrown","SBx3","S/-/-","2d10+",4,"X",6,1,null,"Concussive (0)",0.5,"Rare","Core",157,{"$nulls":7},"Krak weapons gain the Vengeful (9) quality when used against vehicles."]
["Photon Flash Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Blast (6)",0.5,"Rare","Core",158,{"$nulls":7},"Any character within the blast radius of a photon flash grenade when it detonates must succeed on an Ordinary (+10) Agility test or be blinded for a number of rounds equal to his degrees of failure."]
["Smoke Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Smoke (4)",0.5,"Common","Core",158]
["Stun Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Blast (3), Concussive (2)",0.5,"Common","Core",158]
["Web Grenade","Thrown","SBx3","S/-/-",{"$nulls":3},0,1,null,"Blast (3), Snare (2)",0.5,"Rare","Core",158,{"$nulls":7},"Web filaments become brittle and dissolve away after 1d5 hours."]
["Psychotroke Grenade","Thrown","SBx3","S/-/-",{"$nulls":4},1,null,"Blast (3), Hallucinogenic (4)",1,"Rare","EWI",44,{"$nulls":7},"Respirators and sealed armour grant no bonuses against these grenades. For every degree of failure on a Toughness test to resist the grenade’s efects, add +1 to the roll (to a maximum of 10) on Table 5–3: Hallucinogen Effects"]
["Psyk-Out Grenade","Thrown","SBx3","S/-/-","1d10",null,"X",0,1,null,"Blast (3), Smoke (3)",1,"Extremely Rare","EWI",44,{"$nulls":7},"Any psyker caught within the grenade’s blast radius, or who enters the cloud created by its Smoke quality before it  dissipates (1d5 rounds), must take a Very Hard (–30) Willpower test or have his psy rating temporarily reduced by 1 for every degree of failure. If a psyker fails the test by two or more degrees of failure, he must also immediately roll on Table 6–2: Psychic Phenomena"]
["Rad Grenade","Thrown","SBx3","S/-/-","1d10",null,"E",0,1,null,"Blast (2)",1,"Very Rare","EWI",44,{"$nulls":7},"When a character is struck by an attack from this weapon (whether or not he sufers damage), he must immediately make a Hard (–20) Toughness test or sufer 2d10 Toughness damage."]
["Spore Bomb","Thrown","SBx3","S/-/-",{"$nulls":4},1,null,"Blast (5)",2,"Very Rare","EWI",45,{"$nulls":7},"Any character within the blast radius of a spore bomb sufers the efects described under mind-mould (see page 403 of the DARK HERESY Core Rulebook)."]
["Tears of the Emperor","Thrown","SBx3","S/-/-","1d10",null,"X",0,1,null,"Blast (2), Sanctified",0,"Near Unique","EWI",45,{"$nulls":7},"When a psyker is struck by an attack from this weapon, he must immediately roll on Table 6–3: Perils of the Warp (see page 197 Core). When a creature with the Daemonic trait is struck by this weapon, it gains the Warp Instability trait until the end of the encounter. If it already has this trait, it sufers a –20 penalty to the tests it makes for this trait until the end of the encounter"]
["Whitefire Grenade","Thrown","SBx3","S/-/-","1d10+",4,"X",3,1,null,"Blast (3), Corrosive, Flame, Smoke (5), Toxic (2)",1,"Extremely Rare","EWI",45,{"$nulls":7},"Whenever a character begins his turn in the cloud of smoke created by the Smoke quality of the grenade, he sufers a single automatic hit that inlicts 1d10 Impact damage with the Corrosive and Toxic (2) qualities and must test for sufocation"]
["Graviton Grenade","Thrown","SBx3","S/-/-","1d10+",7,"I",7,1,null,"Blast (3), Concussive (3), Graviton",1,"Near Unique","EWO",44]
["Frag Missile",{"$nulls":3},"2d10+",2,"X",2,null,null,"Blast (5)",1,"Average","Core",158]
["Krak Missile",{"$nulls":3},"3d10+",8,"X",8,null,null,"Concussive (3), Proven (2)",1,"Scarce","Core",158]
[]
["Explosives"]
["Fire Bomb","Thrown","SBx3","S/-/-","1d10+",2,"E",0,1,null,"Blast (2), Flame",0.5,"Plentiful","Core",157,{"$nulls":7},"Fire bombs take a Half Action to ready before use, and cannot be loaded into launcher weapons."]
["Melta Bomb",{"$nulls":3},"6d10",0,"E",12,1,null,"Blast (2), Flame, Melta",12,"Very Rare","Core",157,{"$nulls":7},"Melta bombs cannot be used with launcher weapons and cannot be thrown"]
[]
["MELEE WEAPONS"]
["Chain Weapons"]
["Chainaxe†","Melee",null,null,"1d10+",4,"R",2,null,null,"Tearing",13,"Scarce","Core",158,{"$nulls":7},"Weapon is Two-Handed"]
["Chainblade","Melee",null,null,"1d10+",1,"R",1,null,null,"Tearing",2,"Scarce","Core",158]
["Chainsword","Melee",null,null,"1d10+",2,"R",2,null,null,"Balanced, Tearing",6,"Average","Core",158]
["Eviscerator†","Melee",null,null,"2d10",null,"R",9,null,null,"Razor Sharp, Tearing, Unwieldy",15,"Very Rare","Core",159,{"$nulls":7},"If an attack made with an eviscerator triggers Righteous Fury (see page 227), the wielder adds +1 to the resulting roll on the appropriate Rending Critical Effects Table. This is a two-handed melee weapon."]
[]
["Flame Weapons"]
["Brazier of Holy Fire","Melee",null,null,"1d10+",5,"E",3,null,null,"Flame, Unbalanced",6,"Very Rare","EWI",45,{"$nulls":7},"Any character who can draw line of sight to an ally wielding an active Brazier of Holy Fire gains a +10 bonus to his Willpower tests. Additionally, it can be used as a heavy lamer with a clip size of 1. Once ired, it loses the Flame quality in melee until it is reloaded, a process that takes roughly 20 minutes and involves several special hymns."]
["Fire Gauntlets","Melee",null,null,"1d10",null,"I",2,null,null,"Flame, Unbalanced",1,"Very Rare","EWI",46,{"$nulls":7},"As a Free Action, the user can ignite the gauntlets, granting a +20 bonus to Intimidate tests. They always come in pairs, and the reservoir lasts until the end of the encounter (or 2d10 minutes outside of structured time)."]
[]
["Force Weapons"]
["Force Sword","Melee",null,null,"1d10+",1,"R",2,null,null,"Balanced, Force",5,"Near Unique","Core",160]
["Force Staff†","Melee",null,null,"1d10",null,"I",2,null,null,"Force",2,"Extremely Rare","Core",160,{"$nulls":7},"Weapon is Two-Handed"]
["Force Hammer","Melee",null,null,"2d10",null,"R",0,null,null,"Force, Unbalanced",10,"Extremely Rare","EB",42,{"$nulls":7},"A force hammer requires two hands to use, unless the wielder has a Strength bonus of 5 or higher"]
["Animus Hammer*","Melee",null,null,"2d10+",10,"E",4,null,null,"Daemonbane, Force, Power Field, Unwieldy",8,"Near Unique","EB",42,{"$nulls":7},"An Animus hammer acts as a psy-focus. If the wielder possesses the Psyker trait, the weapon adds +1 to his psy rating; Adds Users SBx2 to damage instead of SBx1"]
["Nemesis Daemon Hammer*","Melee",null,null,"2d10+",1,"E",8,null,null,"Daemonbane, Force, Power Field, Unwieldy",10,"Near Unique","EB",43,{"$nulls":7},"A nemesis hammer is a one-handed weapon, but when used with two hands it gains the Concussive (X) quality, where X equals the user’s psy rating.; Adds Users SBx2 to damage instead of SBx1"]
["Sanctus Hammer†*","Melee",null,null,"2d10+",6,"E",4,null,null,"Balanced, Concussive (4), Daemonbane, Force, Power Field",6,"Near Unique","EB",43,{"$nulls":7},"A Sanctus hammer is a two-handed weapon. It also includes an exterminator cartridge loaded with Incinerator ammunition; Adds Users SBx2 to damage instead of SBx1"]
["Tempus Hammer†*","Melee",null,null,"2d10+",4,"E",6,null,null,"Daemonbane, Force, Power Field, Unwieldy",14,"Near Unique","EB",43,{"$nulls":7},"Once per game session, as a Full Action, a character wielding Tempus may smite the ground, causing a blast with a radius of 2d10 metres. Each other character in this area must make a Hard (–20) Agility test or lose a Half Action during his next turn; if a character fails with two or more degrees of failure, he loses his Full Action instead. This is a two-handed weapon.; Adds Users SBx2 to damage instead of SBx1"]
[]
["Low-Tech Weapons"]
["Great Weapon†","Melee",null,null,"2d10",null,"R",0,null,null,"Unbalanced",7,"Scarce","Core",160,{"$nulls":7},"Weapon is Two-Handed"]
["Hunting Lance","Melee",null,null,"2d10+",3,"X",7,null,null,"Concussive (3)",4,"Scarce","Core",160,{"$nulls":7},"After a successful attack is made with this weapon, its tip is destroyed and it is treated as a staff."]
["Improvised","Melee",null,null,"1d10-",2,"I",0,null,null,"Primitive (7), Unbalanced",0,null,"Core",160,{"$nulls":7},"Hitting someone with the butt of a Basic ranged weapon (such as a lasgun or boltgun) also counts as using an  improvised weapon in combat."]
["Knife","Melee",5,null,"1d5",null,"R",0,{"$nulls":3},1,"Plentiful","Core",160]
["Shield††","Melee",null,null,"1d5",null,"I",0,null,null,"Defensive",3,"Common","Core",160,2,"Body, Arm","Yes",{"$nulls":4},"Provides 2 AP to the Body and Arm wielding the shield, which stacks with existing armour."]
["Spear†","Melee",null,null,"1d10",null,"R",0,null,null,"Primitive (8)",3,"Common","Core",160,{"$nulls":7},"Weapon is Two-Handed"]
["Staff†","Melee",null,null,"1d10",null,"I",0,null,null,"Balanced, Primitive (7)",3,"Plentiful","Core",160,{"$nulls":7},"Weapon is Two-Handed"]
["Sword","Melee",null,null,"1d10",null,"R",0,null,null,"Balanced",3,"Common","Core",160]
["Truncheon","Melee",null,null,"1d10",null,"I",0,null,null,"Primitive (7)",2,"Plentiful","Core",160]
["Warhammer†","Melee",null,null,"1d10+",3,"I",1,null,null,"Concussive (1), Primitive (8)",4.5,"Scarce","Core",160,{"$nulls":7},"Weapon is Two-Handed"]
["Whip","Melee",null,null,"1d10",null,"R",0,null,null,"Flexible, Primitive (6)",2,"Average","Core",160]
["Axe of Retribution†","Melee",null,null,"2d10",null,"R",6,null,null,"Felling (2), Sanctified",8,"Near Unique","EWI",45,{"$nulls":7},"Weapon is Two-Handed"]
["Flail of Chastisement","Melee",null,null,"1d10+",3,"R",2,null,null,"Crippling (2), Flexible, Primitive (8), Snare (0)",3,"Very Rare","EWI",45,{"$nulls":7},"A  target who escapes from this weapon’s Snare quality is no longer affected by its Crippling quality."]
["Man-Catcher†","Melee",null,null,"1d10",null,"I",0,null,null,"Snare (4), Unwieldy",8,"Scarce","EWI",46,{"$nulls":7},"This is a two-handed weapon, and the user must spend a Half Action each round in order to maintain a hold of his victim. The Best craftsmanship version is itted with electrical wiring and gains the Shocking quality."]
["Praesidium Protectiva††","Melee",null,null,"1d10",null,"I",0,null,null,"Defensive",14,"Very Rare","EWI",46,4,"Body, Arm","Yes",null,null,35,0,"The Praesidium Protectiva adds +4 AP to the body and the arm holding the device, and also acts as a force field with a protection rating of 35. It is only available to Acolytes with the Adepta Sororitas background"]
["Silver Shield††","Melee",null,null,"1d5+",1,1,0,null,null,"Defensive",5,"Extremely Rare","EWO",43,4,"Body, Arm","Yes",{"$nulls":4},"Provides 4 AP to the Body and Arm wielding the shield (this is doubled to 8 AP against weapons that cause Energy damage), which stacks with existing armour"]
["Rune Weapon (Sword)","Melee",null,null,"1d10",null,"R",0,null,null,"Balanced, Tainted, Tearing, Vengeful (8)",3,"Near Unique","EB",43,{"$nulls":7},"A rune weapon can take the form of any Low-Tech melee weapon; it uses the profile for that weapon, with the Primitive quality removed if it was present. It gains the Tainted, Tearing, and Vengeful (8) qualities and cannot be destroyed by a weapon with the Power Field quality. Whenever a character wielding a rune weapon triggers Righteous Fury, he gains 1d5 Corruption points"]
["Stealth Claw","Melee",null,null,"1d10+",4,"R",4,null,null,"Felling (2), Razor Sharp, Sanctified",1.5,"Very Rare","EB",{"$nulls":8},"A stealth claw has the Compact modification. When a character successfully inflicts a hit as part of an All Out Attack action using a stealth claw, he inflicts additional damage equal to his psy rating."]
["Wailing Trident†","Melee",null,null,"1d10+",8,"R",4,null,null,"Balanced, Crippling (3)††, Felling (3), Sanctified",9,"Very Rare","EB",{"$nulls":8},"Weapon is Two-Handed"]
[]
["Power Weapons"]
["Omnissian Axe†","Melee",null,null,"2d10+",4,"E",6,null,null,"Power Field, Unbalanced",8,"Extremely Rare","Core",161,{"$nulls":7},"An Omnissian axe also functions as a combi-tool and is a two-handed melee weapon"]
["Power Fist*","Melee",null,null,"2d10",null,"E",9,null,null,"Power Field, Unwieldy",13,"Very Rare","Core",161,{"$nulls":7},"Adds Users SBx2 to damage instead of SBx1"]
["Power Sword","Melee",null,null,"1d10+",5,"E",5,null,null,"Balanced, Power Field",3,"Very Rare","Core",161]
["Power Axe†","Melee",null,null,"1d10+",7,"E",7,null,null,"Power Field, Unbalanced",6,"Very Rare","Core",161,{"$nulls":7},"Weapon is Two-Handed"]
["Power Maul (High)","Melee",null,null,"1d10+",5,"E",4,null,null,"Power Field, Shocking",3.5,"Very Rare","Core",161,{"$nulls":7},"This is a onehanded melee weapon, but when used with two hands it gains the Concussive (0) quality."]
["Power Maul (Low)","Melee",null,null,"1d10+",1,"E",2,null,null,"Shocking",null,"-","Core",161,{"$nulls":7},"This is a onehanded melee weapon, but when used with two hands it gains the Concussive (0) quality."]
["Power Stake","Melee",null,null,"1d10+",7,"E",5,null,null,"Power Field, Sanctified, Unbalanced",1,"Very Rare","EWI",46,{"$nulls":7},"A power stake inlicts an additional 1d10 Energy damage for every point of psy rating the target possesses. Additionally, possessing a power stake grants a +10 bonus to all Interaction tests made with those aligned with the Ordo Hereticus."]
["Desoleum Power Blade","Melee",null,null,"1d10+",3,"E",5,null,null,"Power Field",2,"Very Rare","EWO",42,{"$nulls":7},"it has the Compact modification"]
["Ebenus Hammer*","Melee",null,null,"2d10+",6,"E",10,null,null,"Daemonbane, Power Field, Unwieldy",16,"Near Unique","EB",42,{"$nulls":7},"An Ebenus hammer acts as a null rod and grants the wielder the Deny the Witch talent. ; Adds Users SBx2 to damage instead of SBx1"]
["Ordo Malleus Power Glaive","Melee",null,null,"1d10+",8,"E",5,null,null,"Balanced, Power Field, Proven (4), Sanctified",4.5,"Extremely Rare","EB",43,{"$nulls":7},"An Ordo Malleus power glaive grants the wielder an additional +10 bonus to Parry tests, and is a two-handed weapon"]
["Power Shield","Melee",null,null,"1d10",null,"E",1,null,null,"Defensive, Power Field",6,"Very Rare","EB",43,4,"Body, Arm","Yes",{"$nulls":4},"A power shield adds 4 Armour points to the wearer’s Body and the Arm holding the shield"]
["Thunder Hammer*","Melee",null,null,"2d10+",4,"E",10,null,null,"Concussive (2), Power Field, Unwieldy",16,"Very Rare","EB",43,{"$nulls":7},"A thunder hammer is a one-handed weapon, but it inflicts an additional +2 damage when used with two hands.; Adds Users SBx2 to damage instead of SBx1"]
[]
["Shock Weapons"]
["Shock Maul","Melee",null,null,"1d10+",3,"I",0,null,null,"Shocking",2.5,"Scarce","Core",161]
["Shock Whip","Melee",null,null,"1d10+",1,"I",0,null,null,"Flexible, Shocking",3,"Rare","Core",161]
["Electro-Flail","Melee",null,null,"1d10+",2,"R",0,null,null,"Flexible, Shocking",4.5,"Rare","EWI",45]
[]
["Exotic Weapons"]
["Ghostblade","Melee",null,null,"1d10+",5,"E",6,null,null,"Felling (4), Razor Sharp, Overheats",6,"Extremely Rare","EWO",43,{"$nulls":7},"When a ghostblade Overheats, it is damaged and counts as a regular sword until repaired. Its weight includes the backpack power supply."]
["Graviton Hammer†","Melee",null,null,"2d10+",5,"I",7,null,null,"Concussive (3), Graviton",8,"Near Unique","EWO",43,{"$nulls":7},"The graviton hammer is a two-handed weapon"]
[]
["Eldar Weapons"]
["Agonizer","Melee",3,null,"1d10+",3,"E",6,null,null,"Flexible, Power Field, Tearing, Shocking",2,"Extremely Rare","EWO",45,{"$nulls":7},"When a character suffers Critical damage from an attack with a Best craftsmanship agoniser, his Perception characteristic is also permanently reduced by 1d5"]
["Eldar Power Sword","Melee",null,null,"1d10+",5,"E",4,null,null,"Balanced, Power Field",1,"Extremely Rare","EWO",45]
["Harlequin’s Kiss","Melee",null,null,"1d10+",8,"R",10,null,null,"Felling (4), Tearing",1,"Extremely Rare","EWO",45,{"$nulls":7},"Does not add SB to damage"]
[]
["Ork Weapons"]
["Big Choppa","Melee",null,null,"2d10",null,"R",2,null,null,"Tearing, Unbalanced",null,"Extremely Rare","EWO",47,{"$nulls":7},"A big choppa is a two-handed weapon. At the GM’s discretion, it can have the Power Field quality; if it does, it should also have the Overheats quality."]
["Burna (Melee)","Melee",null,null,"1d10+",5,"E",5,null,null,"Power Field, Unwieldy",null,"Very Rare","EWO",47,{"$nulls":7},"The burna has two profiles (one for melee and one for ranged combat), and requires two hands to use in either mode. Its weight includes the backpack fuel tank."]
["Choppa","Melee",null,null,"1d10+",1,"R",2,null,null,"Unbalanced",null,"Rare","EWO",48,{"$nulls":7},"For any non-Ork character with a Strength bonus of 3 or less, a choppa requires two hands to wield."]
[]
["Xenos Weapons Cache D-216-98"]
["Cascade Lance (Melee)","Melee",null,null,"1d10+",6,"E",8,null,null,"Concussive (1), Power Field",6,"Near Unique","EWO",50,{"$nulls":7},"A cascade lance requires two hands to wield when it is used as a melee weapon."]
["Molecular Blade","Melee",null,null,"1d10",null,"R",5,null,null,"Corrosive, Razor Sharp, Tearing",15,"Near Unique","EWO",50]
[]
["Artefacts of the Lost Races"]
["Havatian Ringblade (Ranged)","Melee",null,null,"1d10+",4,"R",3,null,null,"Razor Sharp",1,"Extremely Rare","EWO",51]
["Talonblade","Melee",null,null,"1d10+",3,"R",4,null,null,"Razor Sharp, Tearing",1,"Very Rare","EWO",52]
[]
[]
["WEAPON MODIFICATIONS"]
["Auxiliary Grenade Launcher",{"$nulls":10},2.5,"Rare","Core",162,{"$nulls":4},"Las, Solid Projectile, Bolt, Basic"," ",null,"adds a single shot grenade launcher to a weapon, 45m range."]
["Backpack Ammo Supply",{"$nulls":7},{"v":5,"d":"500%"},null,null,15,"Scarce","Core",162,{"$nulls":4},"Any Bolt, Flame, Las, Melta, Plasma, and Solid Projectile weapon"," ",null,"Mag size increased by x5"]
["Compact",null,{"v":0.5,"d":"0.50"},null,null,-1,null,null,{"v":0.5,"d":"50%"},null,null,{"v":0.5,"d":"50%"},"Average","Core",162,{"$nulls":4},"Any Pistol or any Las, Solid Projectile, Flame, Bolt, or Plasma weapon of the Basic class"," ",null,"Reduced weight and easier concealment"]
["Custom Grip",{"$nulls":10},0,"Rare","Core",162,{"$nulls":4},"Any weapon."," ",null,"+5 BS for specific user"]
["Deactivated Safety Features",{"$nulls":10},0,"Rare","Core",162,{"$nulls":4},"Any weapon."," ",null,"Allows multiple weapons to be readied at once, but 4 DoF on movement = accidental discharge"]
["Expanded Magazine",{"$nulls":7},{"v":1.5,"d":"150%"},null,null,1,"Scarce","Core",163,{"$nulls":4},"Ranged weapons."," ",null,"increase mag size by half"]
["Exterminator",{"$nulls":10},1,"Common","Core",163,{"$nulls":4},"Any weapon except Pistol or Thrown"," ",null,"one-shot flamer attached to weapon"]
["Fire Selector",{"$nulls":10},1,"Rare","Core",163,{"$nulls":4},"Any Bolt, Launcher, and Solid Projectile weapon of the Pistol or Basic class."," ",null,"split magazine capacity into 3, can be filled with different ammunition types"]
["Fluid Action",{"$nulls":10},0,"Rare","Core",163,{"$nulls":4},"Any ranged weapon capable of Semi-Automatic fire."," ",null,"1 extra DoS for Semi or Full auto weapons, extra half action to reload"]
["Forearm Weapon Mounting",null,{"v":0.66,"d":"66%"},{"$nulls":8},1,"Scarce","Core",163,{"$nulls":4},"Any Las, Low-Tech, Solid Projectile, Bolt, or Melta weapon of the Pistol class."," ",null,"weapon does not take a hand, range reduced"]
["Melee Attachment",{"$nulls":10},2,"Plentiful","Core",163,{"$nulls":4},"Any Basic ranged weapon"," ",null,"Bayonet, basic weapon may act as a spear in combat"]
["Modified Stock",{"$nulls":10},0,"Scarce","Core",163,{"$nulls":4},"Any weapon."," ",null,"Extra Aim bonuses"]
["Mono",{"$nulls":6},2,{"$nulls":3},0,"Scarce","Core",163,{"$nulls":4},"Any Low-Tech or Power Melee weapon"," ",null,"Extra pen, only functions on power weapons if blade deactivated"]
["Motion Predictor",{"$nulls":10},0.5,"Very Rare","Core",163,{"$nulls":4},"Any ranged weapon (except Low-Tech) capable of Semi-Auto or Full Auto fire."," ",null,"+10 BS on burst modes"]
["Omni-Scope","Sight",{"$nulls":9},2,"Near Unique","Core",163,{"$nulls":4},"Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Basic class."," ",null,"The omni-scope combines the benefits of a preysense sight, red-dot laser sight, and telescopic sight."]
["Photo Sight","Sight",{"$nulls":9},0.5,"Very Rare","Core",163,{"$nulls":4},"Any ranged Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Basic class"," ",null,"No penalties from darkness"]
["Pistol Grip",null,{"v":0.5,"d":"50%"},{"$nulls":8},0,"Rare","Core",164,{"$nulls":4},"Any Basic ranged weapon."," ",null,"Half range but may be used one-handed at no penalty"]
["Preysense Sight",{"$nulls":10},0.5,"Very Rare","Core",164,{"$nulls":4},"Any ranged Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Basic class"," ",null,"No penalties from darkness and +20 to vision based perception tests"]
["Quick-Release",{"$nulls":10},0,"Rare","Core",164,{"$nulls":4},"Any ranged weapon"," ",null,"Reduce Reload by a half action to minimum half"]
["Red-Dot Laser Sight","Sight",{"$nulls":9},0.5,"Scarce","Core",164,{"$nulls":4},"Any Las, Solid Projectile, Bolt, Low-Tech, or Plasma weapon of the Pistol or Basic class"," ",null,"+10 BS on single shots"]
["Reinforced",{"$nulls":10},{"v":1.2,"d":"120%"},"Scarce","Core",164,{"$nulls":4},"Any weapon."," ",null,"20% increased weight, +1 improvised damage"]
["Sacred Inscriptions",{"$nulls":10},0,"Scarce","Core",164,{"$nulls":4},"Any weapon."," ",null,"+10 to pinning tests for wielder"]
["Silencer",{"$nulls":10},0.5,"Plentiful","Core",164,{"$nulls":4},"Any Solid Projectile weapon of the Basic or Pistol class."," ",null,"Awareness tests to hear shots made with a silenced weapon suffer an additional –20 penalty, and can only be attempted at half the normal distance."]
["Suspensors",{"$nulls":10},{"v":0.5,"d":"50%"},"Extremely Rare","Core",164,{"$nulls":4},"Any Heavy weapon."," ",null,"Reduce Weapon weight by half while active, operator counts as having auto-stabilized"]
["Targeter",{"$nulls":10},1.5,"Rare","Core",165,{"$nulls":4},"Any Las, Solid Projectile, Bolt, or Heavy weapon."," ",null,"Reduce BS test Penalties"]
["Telescopic Sight","Sight",{"$nulls":9},1,"Average","Core",165,{"$nulls":4},"Any Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class."," ",null,"Ignore Penalties for long and extreme range as long as full aim taken"]
["Tox Dispenser",{"$nulls":10},0.75,"Rare","Core",165,{"$nulls":4},"Any Low-Tech or Chain melee weapon."," ",null,"10 charges of toxins to give weapon the Toxic (2) quality, req not required for refill if suitable materials readily available"]
["Tripod/Bipod",{"$nulls":10},2,"Average","Core",165,{"$nulls":4},"Any Basic or Heavy weapon"," ",null,"Allows Bracing without other means"]
["Vox-Operated",{"$nulls":10},0.5,"Rare","Core",165,{"$nulls":4},"Any Pistol, Basic, Launcher, or Heavy weapon"," ",null,"Allows certain commands to be activated by voice alone"]
["Truesilver Gilding",{"$nulls":10},0,"Very Rare","EB",45,{"$nulls":4},"Any Low-Tech melee weapon"," ",null,"weapon with Truesilver gilding grants its wielder a bonus to tests to Parry the attacks of foes with the Daemonic trait equal to 5 times the wielder’s Willpower bonus"]
["Truesilver Weaving",{"$nulls":10},0,"Extremely Rare","EB",45,{"$nulls":4},"Any Launcher, Low-Tech, or Solid Projectile ranged weapon."," ",null,"See Text, EB pg 45"]
["Warpleech Canister",{"$nulls":10},1,"Very Rare","EB",45,{"$nulls":4},"Any Solid Projectile weapon without a silencer"," ",null,"A weapon with this upgrade gains the Crippling (2) quality against targets with the Daemonic trait. Each canister contains enough liquid to last for 40 rounds"]
["Jokaero Modification",{"$nulls":11},"Extremely Rare","EWO",52,{"$nulls":4},"Any Weapon",null,null,"See Text, EWO pg 52"]
[]
["SPECIALIST AMMUNITION"]
["Bolt Weapons"]
["Inferno Shells",{"$nulls":9},"Flame",null,"Rare","Core",166,{"$nulls":4},"Shotguns and all Bolt weapons",null,null,"Gain Flame Quality"]
["Scrambler Rounds",{"$nulls":9},"Hallucinogenic (2), Recharge",null,"Rare","Core",166,{"$nulls":4},"Bolt and Solid Projectile weapons",null,null,"add the Hallucinogenic (2) and Recharge qualities"]
["Tempest Bolt Shells",{"$nulls":5},"E",{"$nulls":3},"Shocking",null,"Near Unique","Core",166,{"$nulls":4},"Bolt pistols, boltguns, and heavy bolters",null,null,"Tempest bolt shells change the weapon’s damage type to Energy and grant it the Shocking quality. They also add 3 to the weapon’s damage against targets with the Machine trait."]
["Tox Rounds",{"$nulls":4},-2,{"$nulls":4},"Toxic (1)",null,"Scarce","Core",166,{"$nulls":4},"Bolt and Solid Projectile weapons",null,null,"add the Toxic (1) quality to the weapon but reduce its damage by 2"]
["Abyssal Bolts",{"$nulls":9},"Crippling (2), Tainted",null,"Very Rare","EB",44,{"$nulls":4},"Bolt weapons, crossbows",null,null,"A weapon using this ammunition gains the Crippling (2) and Tainted quality, but loses the Reliable and/or Sanctified qualities (if the weapon has them)"]
["Psybolts",{"$nulls":9},"Daemonbane, Sanctified",null,"Extremely Rare","EB",44,{"$nulls":4},"Bolt weapons.",null,null,"The weapon using this ammunition gains the Daemonbane and Sanctified qualities, ignores all protective benefits granted by psychic powers, and inflicts +1 damage for every point of the user’s psy rating."]
[]
["Solid Projectile Weapons"]
["Amputator Shells",{"$nulls":4},2,{"$nulls":6},"Extremely Rare","Core",165,{"$nulls":4},"Stub revolvers, stub automatics, shotguns (all types), sniper rifles, hand cannons, autopistols, and autoguns",null,null,"Add 2 Damage"]
["Bleeder Rounds",{"$nulls":11},"Rare","Core",165,{"$nulls":4},"Stub revolvers, stub automatics, hand cannons, autopistols, and autoguns.",null,null,"Causes Blood Loss unless Daemon or Machine"]
["Dumdum Bullets",{"$nulls":4},2,{"$nulls":6},"Scarce","Core",165,{"$nulls":4},"Stub revolvers, stub automatics, sniper rifles, and hand cannons.",null,null,"Dumdum bullets add 2 to the weapon’s damage, but Armour points count double against them"]
["Expander Rounds",{"$nulls":4},1,null,1,{"$nulls":4},"Scarce","Core",165,{"$nulls":4},"Stub revolvers, stub automatics, sniper rifles, autopistols, and autoguns",null,null,"These rounds add 1 to a weapon’s damage and penetration"]
["Inferno Shells",{"$nulls":9},"Flame",null,"Rare","Core",166,{"$nulls":4},"Shotguns and all Bolt weapons",null,null,"Gain Flame Quality"]
["Man-Stopper Bullets",{"$nulls":6},3,{"$nulls":4},"Scarce","Core",166,{"$nulls":4},"Stub revolvers, stub automatics, hand cannons, sniper rifles, autopistols, and autoguns",null,null,"Add 3 Pen"]
["Scrambler Rounds",{"$nulls":9},"Hallucinogenic (2), Recharge",null,"Rare","Core",166,{"$nulls":4},"Bolt and Solid Projectile weapons",null,null,"add the Hallucinogenic (2) and Recharge qualities"]
["Tox Rounds",{"$nulls":4},-2,{"$nulls":4},"Toxic (1)",null,"Scarce","Core",166,{"$nulls":4},"Bolt and Solid Projectile weapons",null,null,"add the Toxic (1) quality to the weapon but reduce its damage by 2"]
["“Heretic’s Match” Incendiary Rounds",{"$nulls":9},"Flame, Unreliable",null,"Scarce","EWI",47,{"$nulls":4},"Bows, Crossbows, Shotguns",null,null,"A weapon using this ammunition gains the Flame and Unreliable qualities, and loses the Blast quality (if it had it)."]
["Sanctified Ammunition",{"$nulls":9},"Sanctified",null,"Rare","EWI",47,{"$nulls":4},"Bows, Crossbows, Flame, Solid Projectile weapons.",null,null,"A weapon using this type of fuel or ammunition gains the Sanctiied quality."]
["Nitidus Rounds",{"$nulls":11},"Very Rare","EB",44,{"$nulls":4},"Combat shotguns, shotguns",null,null,"When a psyker suffers damage from this weapon, he must make a Difficult (–10) Willpower test or be Stunned for a number of rounds equal to his degrees of failure"]
[]
["Bows/Crossbows"]
["Explosive Arrows/Quarrels",{"$nulls":5},"X",{"$nulls":3},"Blast (1)",null,"Scarce","Core",166,{"$nulls":4},"Bows and crossbows.",null,null,"Attacks using these rounds suffer a –10 penalty. These rounds change the weapon’s damage type to Explosive, remove the Primitive quality, and grant the weapon the Blast (1) quality."]
["“Emperor’s Light” Thermal Bolts",{"$nulls":3},"+1d10",null,"E",6,null,null,"Melta, Inaccurate",null,"Rare","EWI",46,{"$nulls":4},"Crossbows.",null,null,"weapon using thermal bolts loses the Primitive and Accurate qualities (if it has them), but gains +1d10 Energy damage, penetration 6, and the Melta and Inaccurate qualities. These bolts weigh twice as much as regular crossbow bolts."]
["“Emperor’s Wrath” Shard Bolts",{"$nulls":9},"Crippling (2)",null,"Scarce","EWI",47,{"$nulls":4},"Crossbows.",null,null,"A weapon using shard bolt ammunition gains the Crippling (2) quality."]
["“Heretic’s Match” Incendiary Rounds",{"$nulls":9},"Flame, Unreliable",null,"Scarce","EWI",47,{"$nulls":4},"Bows, Crossbows, Shotguns",null,null,"A weapon using this ammunition gains the Flame and Unreliable qualities, and loses the Blast quality (if it had it)."]
["Purgatus Stakes",{"$nulls":9},"Sanctified",null,"Extremely Rare","EWI",47,{"$nulls":4},"Purgatus Crossbow only.",null,null,"A weapon using Purgatus stakes gains the Sanctified quality. Psykers and Daemons generate phenomena when struck"]
["Purity Bolts",{"$nulls":9},"Haywire (2)",null,"Very Rare","EWI",47,{"$nulls":4},"Crossbows.",null,null,"A weapon using purity bolts gains the Haywire (2) quality"]
["Sanctified Ammunition",{"$nulls":9},"Sanctified",null,"Rare","EWI",47,{"$nulls":4},"Bows, Crossbows, Flame, Solid Projectile weapons.",null,null,"A weapon using this type of fuel or ammunition gains the Sanctified quality."]
["Silver Stakes",{"$nulls":9},"Sanctified",null,"Very Rare","EWI",47,{"$nulls":4},"Crossbows.",null,null,"A weapon using silver stakes gains the Sanctified quality and inlicts an additional 1d10 damage against targets with the Daemonic or Psyker trait"]
["Theta-Pattern Concussion Bolts",{"$nulls":9},"Blast (5), Concussive (5)",null,"Very Rare","EWI",47,{"$nulls":4},"Crossbows.",null,null,"A weapon using this ammunition gains the Blast (5) and Concussive (5) qualities. Additionally, anyone within the blast radius must pass a Hard (–20) Strength test or be thrown 1d5 metres away from the centre of the blast and knocked Prone."]
["Theta-Pattern Shock Bolts",{"$nulls":9},"Shocking",null,"Very Rare","EWI",47,{"$nulls":4},"Crossbows.",null,null,"A weapon using shock bolts gains the Shocking quality. In addition, if the target fails its Toughness test from the Shocking efect by three or more degrees, it becomes Unconscious instead of Stunned for a number of rounds equal to his degrees of failure"]
["Abyssal Bolts",{"$nulls":9},"Crippling (2), Tainted",null,"Very Rare","EB",44,{"$nulls":4},"Bolt weapons, crossbows",null,null,"A weapon using this ammunition gains the Crippling (2) and Tainted quality, but loses the Reliable and/or Sanctified qualities (if the weapon has them)"]
[]
["Flame Weapons"]
["Sanctified Ammunition",{"$nulls":9},"Sanctified",null,"Rare","EWI",47,{"$nulls":4},"Bows, Crossbows, Flame, Solid Projectile weapons.",null,null,"A weapon using this type of fuel or ammunition gains the Sanctiied quality."]
["Psyflame",{"$nulls":9},"Sanctified",null,"Very Rare","EB",44,{"$nulls":4},"Flame weapons.",null,null,"A weapon using this ammunition gains the Sanctified quality and ignores any protective benefits granted by psychic powers. Targets in its area of effect suffer a penalty to the Agility test to avoid it equal to 5 times the psyker’s psy rating"]
[]
["Las Weapons"]
["Hot-Shot Charge Packs",{"$nulls":4},1,null,4,null,null,"Tearing",null,"Scarce","Core",166,{"$nulls":4},"Laspistols, lascarbines, lasguns, and long las weapons",null,null,"adds 1 damage, gains tearing, gains pen 4 loses reliable, mag reduced to 1"]
[]
[]
["ARMOUR"]
["Basic Armour"]
["Heavy Leathers",{"$nulls":10},5,"Common","Core",168,1,"Arms, Body",null,100]
["Imperial Robes",{"$nulls":10},4,"Average","Core",168,1,"Arms, Body, Legs",null,100]
["Armoured Bodyglove",{"$nulls":10},5,"Rare","Core",168,2,"Arms, Body, Legs",null,100]
["Chainmail Suit",{"$nulls":10},15,"Common","Core",168,3,"Arms, Body, Legs",null,35]
["Feudal World Plate",{"$nulls":10},30,"Scarce","Core",168,5,"All",null,25]
["Xenos Hide Vest",{"$nulls":10},20,"Very Rare","Core",168,6,"Body",null,50]
["Mouldsuit",{"$nulls":10},10,"Rare","EWI",48,0,"All",null,40,{"$nulls":3},"used for combating mind-mould infestations, may be worn over other armor, see text for full details"]
["Obsidian Plate",{"$nulls":10},35,"Very Rare","EB",46,6,"Body",null,35,{"$nulls":3},"A character wearing this armour gains the Resistance (Psychic Powers) talent, or an additional +10 to tests to resist psychic powers if the character already has this talent. Obsidian plate counts its listed Armour points as triple against hits inflicted by Psychic Bolts. A psyker wearing obsidian plate cannot push his psychic powers, and reduces his psy-rating by 3 (to a minimum of 1)."]
[]
["Flak Armour"]
["Flak Helmet",{"$nulls":10},2,"Average","Core",168,2,"Head",null,100,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Flak Gauntlets",{"$nulls":10},1,"Average","Core",168,2,"Arms",null,100,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Light Flak Cloak",{"$nulls":10},4,"Scarce","Core",168,2,"Arms, Body, Legs",null,55,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Flak Vest",{"$nulls":10},5,"Average","Core",168,3,"Body",null,60,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Flak Cloak",{"$nulls":10},8,"Scarce","Core",168,3,"Arms, Body, Legs",null,55,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Flak Coat",{"$nulls":10},5,"Average","Core",168,3,"Arms, Body",null,60,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
["Imperial Guard Flak Armour",{"$nulls":10},11,"Scarce","Core",168,4,"All",null,50,{"$nulls":3},"counts as 1 AP higher against damage from weapons with the Blast quality"]
[]
["Mesh Armour"]
["Mesh Vest",{"$nulls":10},2,"Rare","Core",168,4,"Body",null,100]
["Mesh Cloak",{"$nulls":10},3,"Very Rare","Core",168,4,"Arms, Body, Legs",null,60]
[]
["Carapace Armour"]
["Carapace Helm",{"$nulls":10},2,"Rare","Core",168,4,"Head",null,100]
["Carapace Gauntlets",{"$nulls":10},2,"Rare","Core",168,5,"Arms",null,100]
["Carapace Greaves",{"$nulls":10},3,"Rare","Core",168,5,"Legs",null,100]
["Enforcer Light Carapace",{"$nulls":10},15,"Rare","Core",168,5,"All",null,45]
["Carapace Chestplate",{"$nulls":10},7,"Rare","Core",168,6,"Body",null,55]
["Militarum Tempestus Carapace",{"$nulls":10},15,"Very Rare","Core",168,6,"All",null,45]
["Praetor Armour",{"$nulls":10},16,"Extremely Rare","EWI",49,6,"All",null,50,{"$nulls":3},"Praetor Armour contains an integral respirator, commlink, photo-visor, targeter, and recoil suppression sleeves, as well as a magnetic harness on the back capable of holding a single basic weapon. Any Acolyte without the Adeptus Mechanicus background gains the Enemy (Adeptus Mechanicus) talent while openly wearing or displaying Praetor Armour"]
[]
["Power Armour"]
["Light Power Armour",{"$nulls":10},0,"Very Rare","Core",168,7,"All",null,40,{"$nulls":3},"Weighs 40kg when unpowered. Light power armour requires a constant power supply, normally built into the suit, which offsets its weight so it does not count against the user’s normal carrying limit (see page 248). It grants the user the Unnatural Strength (1) trait and increases the value of his Size trait by 1 level. Unless stated  otherwise, the power supply functions for 1d5 hours before needing recharging or refuelling. Most suits feature a detachable helmet; when this in place, the wearer benefits from an internal oxygen supply and standard vox systems"]
["Adepta Sororitas Power Armour",{"$nulls":10},0,"Extremely Rare","EWI",48,7,"All",null,50,{"$nulls":3},"grants the Unnatural Strength (1) trait, and the wearer always counts as braced. The armour does not increase the wearer’s Size trait, and is only available to Acolytes with the Adepta Sororitas background."]
["Heavy Power Armour",{"$nulls":10},0,"Extremely Rare","EB",46,8,"All",null,35,{"$nulls":3},"Weighs 65kg when unpowered. Heavy power armour grants the wearer the Auto-Stabilised and Unnatural Strength (1) trait, and increases the value of his Size (X) trait by 1. When used with the detachable helmet, it is environmentally sealed with its own oxygen supply and voxcaster systems. Its power supply can operate for 2d5 hours before recharging or refueling is needed, and while powered the suit’s weight does not count towards the user’s carry limit"]
[]
[]
["FORCE FIELDS"]
["Imperial Fields"]
["Refractor Field",{"$nulls":10},2,"Very Rare","Core",169,{"$nulls":5},30,10,"The glow of an active refractor field makes the user more noticeable in low lighting or darkness, and imposes a –20 penalty on all Stealth tests he takes"]
["Conversion Field",{"$nulls":10},1,"Extremely Rare","Core",169,{"$nulls":5},50,10,"If the conversion field blocks more than 12 points of damage from a single attack, the release of light is strong enough to act as a photon flash grenade burst centred on the wearer (see page 158). The character wearing the conversion field is unaffected by this burst"]
["Displacer Field",{"$nulls":10},2,"Near Unique","Core",169,{"$nulls":5},55,10,"When the field successfully nullifies an attack, the user jumps in a random direction using the Scatter Diagram on page 230. Roll 3d10 for the number of metres travelled—the wearer always emerges on solid footing and in a suitable empty space. If all three dice come up with the same number (e.g., 3 results of 7), then the user does not re-emerge for 1d5 rounds and gains 1 Corruption point from exposure to the unnatural energies within the Warp. If the activation is unexpected, then the wearer cannot act for one round while he regains his sense of place."]
["Power Field (Personal)",{"$nulls":10},50,"Near Unique","Core",169,{"$nulls":5},80,10,"A power field causes the air to visibly ripple and crackle with static discharge, imposing a –20 penalty on all Stealth tests. It also does not defend against ranged attacks made within 1 metre, or attacks in melee"]
["Power Field (Vehicle/Emplacement)",{"$nulls":10},500,"Very Rare","Core",169,{"$nulls":5},80,10,"A power field causes the air to visibly ripple and crackle with static discharge, imposing a –20 penalty on all Stealth tests. It also does not defend against ranged attacks made within 1 metre, or attacks in melee"]
["Field Wall Generator",{"$nulls":10},18,"Very Rare","EWI",48,{"$nulls":5},65,10,"The wall consists of two or more generators. Activating or deactivating a generator requires a Full Action, which also activates all other linked generators. A linear force field then forms between each generator, 1.5 metres high and up to 8 metres in length. The barrier acts as cover, so only parts of the body protected by the field wall gain force field protection. If a wall section overloads, then only that portion between the two generators shuts down, and any other linked sections remain unafected."]
["Rosarius",{"$nulls":10},0.6,"Extremely Rare","EWI",49,{"$nulls":5},50,10,"Allies who can draw a line of sight to a character with a rosarius gain a +10 bonus to Fear and Pinning tests; this is lost if the wearer dies or sufers any Critical damage. It is only available to Acolytes with the Adeptus Ministorum or Adepta Sororitas backgrounds, or who have taken the Inquisitor elite advance"]
["Praesidium Protectiva††","Melee",null,null,"1d10",null,"I",0,null,null,"Defensive",14,"Very Rare","EWI",46,4,"Body, Arm","Yes",null,null,35,10,"The Praesidium Protectiva adds +4 AP to the body and the arm holding the device, and also acts as a force field with a protection rating of 35. It is only available to Acolytes with the Adepta Sororitas background"]
["Flare Shield",{"$nulls":10},3,"Extremely Rare","EWO",43,{"$nulls":5},25,10,"A flare shield has a protection rating of 25, which is doubled against weapons with the Blast or Spray qualities. If the shield overloads, it inflicts 1d10 Energy damage to the wearer that ignores Toughness bonus and Armour."]
["Icon of the Just",{"$nulls":10},0.5,"Extremely Rare","EB",46,{"$nulls":5},55,10,"Each Icon of the Just also contains holy wards that repel Warpspawn. Opponents with the Daemonic trait suffer a –10 penalty to attack tests and Focus Power tests against the wearer."]
[]
["Xenos Fields"]
["Shimmershield",{"$nulls":10},1,"Near Unique","EWO",45,{"$nulls":5},30,10,"The shimmershield has a protection rating of 30, and its protective field extends in a 5 metre radius. It protects everyone inside against ranged attacks that originate from outside the field’s area of effect, but not from those ranged attacks that originate from within its radius or from melee attacks."]
["Clone Field",{"$nulls":10},0.5,"Near Unique","EWO",45,{"$nulls":7},"The wearer of an active clone field doubles his degrees of success on successful Dodge tests. Once per round, a character wearing an active clone field may re-roll a failed Dodge test. Finally, a character wearing an active clone field gains one extra reaction each round that he can only use to perform the Evasion reaction."]
[]
[]
["ARMOUR UPGRADES"]
["Adamantine Chainguard",{"$nulls":10},4,"Very Rare","EWI",49,{"$nulls":4},"Any armour",null,null,"Chance to destroy non-power weapons when hit"]
["Auto-Senses",{"$nulls":10},2,"Very Rare","EWI",49,{"$nulls":4},"Power armour.",null,null,"As long as the user wears the upgraded helmet, the wearer gains a +5 bonus to his Ballistic Skill and a +10 bonus to all Awareness tests based on Sight and Hearing."]
["Brazier of Saint Roberto",{"$nulls":10},10,"Common","EWI",49,{"$nulls":4},"Any armour, helmet, or backpack.",null,null,"A brazier must be aixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action and it can burn for 2 hours. Whilst alight, it acts as a glow-globe and grants a +30 bonus to all Charm and Command tests, a +10 bonus to Intimidate tests, and a –40 penalty to all Stealth tests. If the wearer is ever knocked Prone while it is lit, he must pass an Ordinary (+10) Agility test to avoid setting himself on fire."]
["Ceramite Plating",{"$nulls":10},2,"Rare","EWI",49,{"$nulls":4},"Carapace and power armour.",null,null,"Armour upgraded with ceramite plating provides an additional 3 Armour points of protection against attacks with the Flame or Melta qualities and other heat-based attacks."]
["Devotional Iconography",{"$nulls":10},1,"Common","EWI",49,{"$nulls":4},"Any armour.",null,null,"The wearer gains a +10 bonus to Command tests when dealing with those faithful to the Imperium, but sufers a –10 penalty to Fellowship tests when dealing with those not loyal to the Emperor."]
["Hexagrammatic Wards",{"$nulls":10},0,"Extremely Rare","EWI",49,{"$nulls":4},"Carapace and power armour",null,null,"The wearer gains a +20 bonus to tests made to resist any psychic attack or manipulation directed at him. The upgraded armour’s Armour points are doubled against hits inflicted by psychic attacks. The Warp Weapon quality does not ignore the AP provided by this armour"]
["Pentagramatic Wards",{"$nulls":10},0,"Extremely Rare","EB",44,{"$nulls":4},"Any armour.",null,null,"Whenever a character with the Daemonic or Warp Instability trait becomes engaged in melee with the warded armour’s wearer or begins his turn engaged with the wearer, that character must make a Hard (–20) Willpower test. If the character fails, he suffers 1d5 Energy damage per degree of failure (ignoring armour and Toughness bonus). If the character scores 4 or more degrees of success on the test, however, the pentagramatic ward shatters and the armour permanently loses this upgrade."]
["Sacred Incense Burner",{"$nulls":10},3,"Rare","EB",44,{"$nulls":4},"Any armour.",null,null,"A sacred incense burner must be affixed to a backpack, helmet, or similarly worn item. Setting it aflame requires a Half Action and it can burn for 1 hour. While the burner is alight, any creature with the Daemonic trait within 3 metres of the bearer suffers a –10 penalty to Weapon Skill tests and a –10 penalty to Warp Instability tests"]
["Truesilver Filigree",{"$nulls":10},0,"Very Rare","EB",44,{"$nulls":4},"Any armour.",null,null,"While engaged in melee with the wearer of Truesilver filagreed armor, any character with the Daemonic trait suffers a penalty to Weapon Skill tests equal to 5 times the wearer’s Willpower bonus."]
["Unguents of Warding",{"$nulls":10},0,"Common","EB",45,{"$nulls":4},"Any armour.",null,null,"Working the unguents onto armour takes roughly one hour, and empties one container for each hit location treated. As part of the process, careful rituals must also be performed to inscribe runes and litanies into the armour. This requires a Hard (–20) Scholastic Lore (Occult)  or Forbidden Lore (Imperial Creed) test for each location; failure means the unguents must be cleaned off that location and the ritual started again. For each hit location treated with Unguents of Warding, the armour grants its wearer a +5 bonus to tests to resist Fear caused by characters with the Daemonic trait and to resist psychic powers. The effects of the unguents last for one month (or less due to wear and tear or contamination, at the GM’s discretion)."]
[]
["CLOTHING AND PERSONAL GEAR"]
["Backpack",{"$nulls":10},2,"Abundant","Core",170,{"$nulls":7},"They all allow the wearer to transport roughly 30 kg of extra weight, but removing an object from the pack requires a Full Action. Only one backpack or combat vest can be worn at a time"]
["Chameleoline Cloak",{"$nulls":10},0.5,"Rare","Core",170,{"$nulls":7},"The wearer gains a +20 bonus to Stealth tests. If he remains stationary during his turn, Ballistic Skill tests targeting him suffer a –30 penalty until the beginning of his next turn."]
["Chrono",{"$nulls":10},0,"Plentiful","Core",170]
["Clothing",{"$nulls":10},2,"Abundant","Core",170]
["Combat Vest",{"$nulls":10},2,"Scarce","Core",170,{"$nulls":7},"can hold 15 kg comfortably. Items held in the combat vest can be drawn as a Free Action during the character’s turn. Only one backpack or combat vest can be worn at a time."]
["Concealed Holster",{"$nulls":10},1,"Average","Core",170,{"$nulls":7},"Attempts to detect such a weapon suffer a –20 penalty, but Ready actions for this weapon become a Full Action rather than a Half Action (or a Half Action instead of a Free Action where applicable)."]
["Deadspace Earpiece",{"$nulls":10},0,"Very Rare","Core",170,{"$nulls":7},"make any Toughness tests against sonic effects or against the auditory effects of a Concussive weapon with a +20 bonus."]
["Explosive Collar",{"$nulls":10},3,"Scarce","Core",170,{"$nulls":7},"See Text"]
["Filtration Plugs",{"$nulls":10},0,"Common","Core",171,{"$nulls":7},"wearing filtration plugs gains a +20 bonus to any Toughness test made to resist the effects of damaging gases. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after five hours of usage"]
["Photo-Visors/Contacts",{"$nulls":10},0.5,"Scarce","Core",171,{"$nulls":7},"Characters wearing these gain the Dark-sight trait (see page 135). Good craftsmanship visors also dampen the effects of photon flash grenades, making the wearer immune to their effects."]
["Preysense Goggles",{"$nulls":10},0.5,"Very Rare","Core",171,{"$nulls":7},"Poor craftsmanship models cannot belie their true nature and are bulky goggles with glowing lenses; Good and Best craftsmanship models are disguised as normal (if elaborate) eyeglasses. A character wearing these goggles suffers no penalties due to darkness, and gains a +20 bonus to vision-based Perception tests at night."]
["Rebreather",{"$nulls":10},1,"Scarce","Core",171,{"$nulls":7},"The air canister lasts only for about one hour and then must be replaced, which takes a Full Action. Good craftsmanship models last two hours, while Poor ones take two Full Actions to replace the canister. Replacement canisters are Scarce."]
["Recoil Glove",{"$nulls":10},0.5,"Rare","Core",171,{"$nulls":7},"character using a recoil glove can fire a Basic weapon with one hand without the normal –20 penalty, and can wield pistol weapons that normally require two hands in one hand without penalty."]
["Respirator/Gas Mask",{"$nulls":10},0.5,"Average","Core",171,{"$nulls":7},"A character wearing a respirator gains a +30 bonus to a Toughness test made to resist the effects of gas and can re-roll the test if failed. Good craftsmanship models add another +10 bonus, while Poor models must be replaced after 10 hours of usage as the filter becomes clogged and unusable."]
["Survival Suit",{"$nulls":10},0,"Average","Core",172,{"$nulls":7},"The suit grants a +20 bonus to any tests to withstand the effects of extreme environments. Good and Best craftsmanship suits grant a +25 and +30 bonus, respectively, while Poor outfits only last three days before their internal mechanisms falter and need removal from the extreme temperatures to recharge."]
["Synskin",{"$nulls":10},2,"Very Rare","Core",172,{"$nulls":7},"It grants 2 Armour points to all locations not already armoured and the wearer gains a +10 bonus to Stealth tests. It also renders the wearer invisible to the use of preysense goggles and those with the Dark-sight trait"]
["Void Suit",{"$nulls":10},8,"Scarce","Core",172,{"$nulls":7},"A Common craftsmanship void suit has 12 hours of air and imposes a –10 penalty to Agility tests. Poor craftsmanship versions have six hours of air, while Good and Best craftsmanship versions eliminate the Agility penalty."]
[]
["DRUGS AND CONSUMABLES"]
["Amasec",{"$nulls":10},1,"Average","Core",172]
["Desoleum Fungus",{"$nulls":10},0,"Scarce","Core",172]
["De-Tox",{"$nulls":10},0,"Rare","Core",172,{"$nulls":7},"A dose immediately ends the effects, both positive and negative, for any chemicals the subject has inhaled, ingested, or injected, unless the item specifically states de-tox cannot work against it. Upon taking this drug, a character is Stunned for a number of rounds equal to 1d10 minus his Toughness bonus. A result of 0 or less means that the character suffers no ill effects."]
["Frenzon†",{"$nulls":10},0,"Very Rare","Core",173,{"$nulls":7},"A character using frenzon gains the Frenzy talent and immediately becomes Frenzied. These effects last for the duration of the drug; a single dose of which lasts for 1d10 minutes. Frenzon is Addictive."]
["Lho-Sticks",{"$nulls":10},0,"Common","Core",173]
["Obscura†",{"$nulls":10},0,"Rare","Core",173,{"$nulls":7},"Obscura-users enter a dream-like state for 1d5 hours (if required to engage in combat, consider them under the effects of a hallucinogen grenade). For 1d10 hours after the effects wear off, they enter a deep depression, unless another dose of obscura is taken. Obscura is Addictive."]
["Ration Pack",{"$nulls":10},2,"Plentiful","Core",173,{"$nulls":7},"Eating one or more ration packs (or other, comparable meals) during a period of rest of at least two hours removes one additional level of Fatigue"]
["Recaf†",{"$nulls":10},0,"Abundant","Core",173,{"$nulls":7},"a dose removes one level of Fatigue from the character. The cumulative penalty to Toughness tests taken for consuming additional doses of recaf is –20 instead of the normal –10."]
["Sacred Unguents",{"$nulls":10},0,"Very Rare","Core",173,{"$nulls":7},"Weapon becomes immune to jamming or clears a jam"]
["Slaught†",{"$nulls":10},0,"Scarce","Core",174,{"$nulls":7},"Taking a dose increases the user’s Agility bonus and Perception bonus by 3 for 2d10 minutes. Note this does not increase the actual characteristic values. When the drug runs its course, the user must pass a Challenging (+0) Toughness test or suffer a –20 penalty to Agility tests and Perception tests for 1d5 hours. Slaught is Addictive."]
["Spook†",{"$nulls":10},0,"Rare","Core",174,{"$nulls":7},"See Text"]
["Stimm†",{"$nulls":10},0,"Average","Core",174,{"$nulls":7},"Each dose lasts for 3d10 rounds. During this time, a character ignores any negative effects to his characteristics from damage, Critical damage, and Fatigue, and cannot be Stunned. When the stimm wears off, the character suffers a –20 penalty to Strength, Toughness, and Agility tests for one hour and gains one level of Fatigue. Stimm is Addictive"]
["Tranq",{"$nulls":10},1,"Abundant","Core",174]
["Consecrated Scrolls",{"$nulls":10},1,"Scarce","EB",47,{"$nulls":7},"Before making a Focus Power test, a character possessing one of these scrolls may choose to burn a single one as a Free Action; this destroys that scroll. Should the user have to roll on Psychic Phenomena as a result of the subsequent Focus Power test, he may re-roll the result."]
[]
["TOOLS"]
["Auspex/Scanner",{"$nulls":10},0.5,"Scarce","Core",175,{"$nulls":7},"A character using an auspex gains a +20 bonus to Awareness tests. Once per round, as a Free Action, a character with one may make a Tech-Use test to spot things not normally visible to human senses, such as invisible gases, nearby signs of life, non-visible radiation, or other things as appropriate. The standard range is 50m, though walls more than 50cm thick and certain shielding materials can block a scanner. Good craftsmanship models increase the bonus to +30, but Poor models an only penetrate 20cm of material"]
["Auto Quill",{"$nulls":10},0,"Scarce","Core",175,{"$nulls":7},"A character with a relevant Trade skill can use it to gain a +10 to his tests involving this skill when recording data."]
["Clip/Drop Harness",{"$nulls":10},2,"Common","Core",175,{"$nulls":7},"A character using a clip harness to descend a vertical surface gains a +30 bonus on tests to Climb and cannot fall if he fails. Common quality harnesses can hold 150kg, while Good quality harnesses can support 200 kg."]
["Combi-tool",{"$nulls":10},1,"Rare","Core",175,{"$nulls":7},"A character using a combi-tool gains a +10 bonus to Tech-Use tests"]
["Comm Leech",{"$nulls":10},1,"Very Rare","Core",175,{"$nulls":7},"Tech use to intercept comm traffic within 1km"]
["Dataslate",{"$nulls":10},0.5,"Common","Core",175]
["Demolition Kit",{"$nulls":10},4,"Very Rare","Core",175,{"$nulls":7},"See Text"]
["Diagnostor",{"$nulls":10},4,"Rare","Core",175,{"$nulls":7},"A diagnostor provides +20 to Medicae or Perception tests to determine an ailment; success indicates the proper treatment to be used."]
["Disguise Kit",{"$nulls":10},2,"Very Rare","Core",175,{"$nulls":7},"See Text"]
["Excruciator Kit",{"$nulls":10},2,"Very Rare","Core",176,{"$nulls":7},"Employing an excruciator kit grants the user a +20 bonus to Interrogation tests."]
["Field Suture",{"$nulls":10},0.5,"Average","Core",176,{"$nulls":7},"Field sutures provide a +30 bonus for Medicae tests used to staunch Blood Loss."]
["Glow-globe/Stablight",{"$nulls":10},0.5,"Abundant","Core",176,{"$nulls":7},"12m radius or 24m cone of light, 5 hour charge"]
["Grapnel & Line",{"$nulls":10},2,"Common","Core",176,{"$nulls":7},"A combination of clip-harness and gas-powered pistol, this can fire a hook or magnetic clasp attached to a thin, strong wire at an overhead target up to 100m away. Once the grapnel attaches to the desired spot such as a rooftop, a user can manually climb the line or activate a powered winch that can lift the user roughly 5m per round. Common sets can hold 150kg, while Good or Best can support 200 kg."]
["Grav Chute",{"$nulls":10},15,"Rare","Core",176,{"$nulls":7},"If the character passes a Challenging (+0) Agility test or Routine (+20) Operate (Aeronautica) test, the grav chute allows for a safe, guided fall from any height; otherwise the character counts as having fallen two metres for each degree of failure"]
["Hand-Held Targeter",{"$nulls":10},0.5,"Scarce","Core",176,{"$nulls":7},"may spend a Half Action to grant another character +20 bonus to his next Ballistic Skill test when firing a weapon with the Indirect quality"]
["Inhaler/Injector",{"$nulls":10},0.5,"Common","Core",176,{"$nulls":7},"Each can hold one dose of any drug, which a character may administer as a Half Action"]
["Lascutter",{"$nulls":10},4,"Average","Core",176,{"$nulls":7},"Most can cut or weld around 10cm of metal depending on the thickness involved. They are large and cumbersome, and so can only be used as a Heavy weapon (acting as a Meltagun without any special weapon qualities) on stationary targets within 2 metres"]
["Laud Hailer",{"$nulls":10},4,"Scarce","Core",176,{"$nulls":7},"Each can amplify normal speech levels such that an entire crowd can hear the speaker’s words clearly"]
["Magboots",{"$nulls":10},2,"Rare","Core",176,{"$nulls":7},"Magboots reduce the character’s Agility bonus by 2, but allows him to move normally when in low- or zero-gravity areas, provided there is a suitable metallic surface to walk upon"]
["Magnoculars",{"$nulls":10},0.5,"Average","Core",176,{"$nulls":7},"More advanced, high-quality magnoculars can also do such things as give range read-outs, detect heat sources, calculate target location positioning, and take pict-captures of a view for later analysis."]
["Manacles",{"$nulls":10},1,"Plentiful","Core",176]
["Medi-kit",{"$nulls":10},2,"Common","Core",176,{"$nulls":7},"A standard kit grants a +10 bonus to Medicae tests so long as the user possesses the Medicae skill. Advanced versions also contain tox wands, synth-skin spray, diagnostic cogitators, and additional high-quality supplies. These grant a +20 bonus to Medicae tests"]
["Advanced Medi-kit",{"$nulls":10},3,"Rare","Core",176,{"$nulls":7},"A standard kit grants a +10 bonus to Medicae tests so long as the user possesses the Medicae skill. Advanced versions also contain tox wands, synth-skin spray, diagnostic cogitators, and additional high-quality supplies. These grant a +20 bonus to Medicae tests"]
["Micro-bead",{"$nulls":10},0,"Average","Core",177,{"$nulls":7},"worn in the ear and allow for short-range communications out to roughly 1 kilometre"]
["Monotask Servo-Skull",{"$nulls":10},2,"Rare","Core",177,{"$nulls":7},"See Text"]
["Multicompass",{"$nulls":10},4,"Near Unique","Core",177,{"$nulls":7},"After a few seconds of analysing planetary data, a multicompass can display directions, show topographical maps, point out compass bearings, indicate altitude, and much more. Possessing a multicompass grants a +20 bonus to all Survival and Navigation (Surface) tests"]
["Multikey",{"$nulls":10},0,"Scarce","Core",177,{"$nulls":7},"A character with a multikey gains a +30 bonus to any Security test when trying to open locks"]
["Null Rod",{"$nulls":10},1,"Near Unique","Core",177,{"$nulls":7},"See Text"]
["Pict Recorder",{"$nulls":10},1,"Average","Core",177,{"$nulls":7},"A relatively simple recording device, pict recorders—or picters— can capture audiovisual media. Most models can also display recorded data on integrated screens, with advanced models using holographic imagery."]
["Psy Focus",{"$nulls":10},0,"Average","Core",177,{"$nulls":7},"When a psyker with a psy focus makes a Focus Power test (see page 194), he gains a +10 bonus"]
["Regicide Set",{"$nulls":10},1,"Plentiful","Core",177,{"$nulls":7},"A typical regicide game takes 1d5 hours, and while it usually has no in-game effects, the GM can offer benefits to well-roleplayed games such as a +10 bonus to Fellowship-based tests with the opponent for the following day"]
["Screamer",{"$nulls":10},2,"Scarce","Core",177,{"$nulls":7},"See Text"]
["Signal Jammer",{"$nulls":10},2,"Rare","Core",178,{"$nulls":7},"Jam transmissions inside 1km, advanced versions undetectable"]
["Static Generator",{"$nulls":10},3,"Very Rare","Core",178,{"$nulls":7},"Simple but obvious, this emits a powerful sphere of white noise across commonly used transmission frequencies within 30 metres. Comm devices do not function, but it is also clear to all users that they are being disrupted, and the device can be easily located"]
["Stummer",{"$nulls":10},2,"Average","Core",178,{"$nulls":7},"A character carrying an active stummer gains a +30 bonus to Stealth tests. A stummer typically has enough power for 20 minutes of continuous use before needing to be recharged, a process that takes about one hour."]
["Vox-caster",{"$nulls":10},4,"Scarce","Core",178,{"$nulls":7},"Allows Communication within 100km, advanced models even further and can encrypt"]
["Writing Kit",{"$nulls":10},2,"Plentiful","Core",178]
["Adaptive Logis-Engine",{"$nulls":10},4,"Extremely Rare","EWO",42,{"$nulls":7},"Allows interface with xenos cogitators, See Text"]
["Holo-Spectus",{"$nulls":10},6,"Very Rare","EWO",43,{"$nulls":7},"Hand-launched survey probe, excellent range, See Text"]
["Stasis Cage",{"$nulls":10},6,"Extremely Rare","EWO",44,{"$nulls":7},"Portable or can be connected to power, See Text"]
["Banishing Rod",{"$nulls":10},8,"Very Rare","EB",47,{"$nulls":7},"Psykers within 5 metres of one or more banishing rods cannot push psychic powers, and reduce the result of any rolls they make on Table 6–2: Psychic Phenomena by –20 (to a minimum of 1). Characters with the Daemonic trait treat this area as a treacherous environment (see page 246 Core). When used in an exorcism (see page 70), each rod placed around the target of the exorcism grants a +5 bonus to the Daemonic Mastery test."]
["Empyrean Brain Mine",{"$nulls":10},1,"Very Rare","EB",47,{"$nulls":7},"A brain mine must be attached to an enemy through a successful Grapple action in melee combat. At the start of his turn for the following 3 rounds, the target must make a Hard (–20) Agility test. If successful, he can perform a Half Action; otherwise he is unable to perform any actions, including Reactions, that round. The mine deals 1d10+5 Rending damage that is not reduced by armour if forcibly removed, but after 3 rounds, it burns out and dislodges from the target"]
["Psyocculum",{"$nulls":10},1.5,"Rare","EB",47,{"$nulls":7},"As a Half Action, the wearer may make a Challenging (+10) Awareness test to detect psykers and characters with the Daemonic trait without the need for normal lighting until the end of the encounter. While these targets are illuminated in this way, the wearer gains a +10 bonus to his Ballistic Skill tests against them. The psyocculum distorts standard vision, however, imposing a –20 penalty to all other sight-based tests made while it is used. It also cannot be used at the same time as another piece of headgear, such as a helmet, and requires a Half Action to both put on or take off. Using a psyocculum causes the wearer to gain one level of Fatigue for every 5 minutes of operation beyond the first minute"]
[]
["CYBERNETICS"]
["Augur Array",{"$nulls":11},"Rare","Core",180,{"$nulls":7},"Common systems function identically to a standard hand-held auspex device, Good systems function as a full auspex, but also allow the character to re-roll all Perception-based tests."]
["Autosanguine†",{"$nulls":11},"Very Rare","Core",181,{"$nulls":7},"When applying healing, the character is always considered Lightly Damaged, and heals an an increased rate, removing 2 points of damage per day instead of 1."]
["Baleful Eye",{"$nulls":11},"Near Unique","Core",182,{"$nulls":7},"A character with this implant has a weapon in his eye that counts as a hot-shot laspistol (see page 154) with a range of 10m."]
["Bionic Arm",{"$nulls":11},"Scarce","Core",181,null,"Arm"]
["Bionic Legs",{"$nulls":11},"Scarce","Core",181,null,"Legs"]
["Bionic Respiratory System",{"$nulls":11},"Rare","Core",181,null,"Body"]
["Bionic Heart",{"$nulls":11},"Very Rare","Core",181,null,"Body"]
["Bionic Senses",{"$nulls":11},"Rare","Core",181,null,"Head"]
["Calculus Logi Upgrade",{"$nulls":11},"Very Rare","Core",182,{"$nulls":7},"This implant grants the user a +10 bonus to Literacy, Logic, and Scholastic Lore tests."]
["Cerebral Implants",{"$nulls":11},"Very Rare","Core",182,{"$nulls":7},"Good cerebral implants are very rare even among high ranking Imperial officials, and are exceedingly difficult to acquire, becoming Near Unique in Availability. These grant the user the Unnatural Intelligence (2) trait (see page 139) and a +20 bonus to Logic and Lore tests, thanks to the superior mental capabilities he now enjoys."]
["Cranial Armour",{"$nulls":11},"Scarce","Core",182,1,"Head","Yes",{"$nulls":4},"This implant adds +1 Armour point to the Head, and stacks with any worn armour on that location."]
["Ferric Lure Implants†",{"$nulls":11},"Very Rare","Core",182]
["Interface Port",{"$nulls":11},"Rare","Core",182,{"$nulls":7},"grants a +10 bonus to Common Lore, Inquiry, or Tech-Use tests whilst connected to a relevant mechanism or data spool."]
["Internal Reservoir†",{"$nulls":11},"Rare","Core",182,{"$nulls":7},"no longer gains Fatigue from using Luminen Capacitors either to recharge or attack  something, but each use of those implants drains the reservoir by half. The battery fully recharges after one day of resting."]
["Locator Matrix",{"$nulls":11},"Rare","Core",183,{"$nulls":7},"Micro-cogitators implanted at the base of the skull allow the user to be aware of the direction of the planetary poles, the Acolyte’s present location to within a few metres, relative velocity, altitude, time of day, and other valuable information. The user must still have access to maps and other planetary data in order to benefit from this information"]
["Luminen Capacitor†",{"$nulls":11},"Very Rare","Core",183]
["Maglev Coils†",{"$nulls":11},"Very Rare","Core",183]
["Ballistic Mechadendrite†",{"$nulls":11},"Very Rare","Core",183,{"$nulls":7},"Designed for ranged combat, this mechadendrite is fitted with a weapon that functions as a laspistol that does not require recharging. The user does not need weapon training in this weapon class to fire the mechadendrite’s weapon without the normal untrained penalty, and can attack with this weapon as his Reaction"]
["Manipulator Mechadendrite†",{"$nulls":11},"Very Rare","Core",183,{"$nulls":7},"+20 to strength-based tests, Once per round, the character can utilise this mechadendrite as a weapon by spending a Half Action or a Reaction to make a Standard Attack action with it. It counts as a melee weapon that inflicts 1d10+2 Impact damage, Pen 0"]
["Medicae Mechadendrite†",{"$nulls":11},"Very Rare","Core",183,{"$nulls":7},"grants a +10 bonus to Medicae and Interrogation tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug"]
["Optical Mechadendrite†",{"$nulls":11},"Very Rare","Core",183,{"$nulls":7},"grants a +10 bonus to all vision-based Perception tests. The mounted pict devices allow it to examine surfaces at a microscopic level or to be used as telescopic sight. It contains an infrared torch and sensors with a range of 40m, and so within this area the user ignores combat or other penalties due to darkness. The mechadendrite is also fitted with a stablight that can be tinted a variety of different colours depending on the controller’s whim."]
["Utility Mechadendrite†",{"$nulls":11},"Very Rare","Core",184,{"$nulls":7},"It counts as a combi-tool, granting a +10 bonus to all Tech-Use tests. The limb also houses six injector pistons, each of which may be filled with one dose of a sacred unguent"]
["Memorance Implant",{"$nulls":11},"Rare","Core",184,{"$nulls":7},"It provides a +10 bonus to Trade (Loremancer) tests or other tests in social situations where the recorded information provides leverage or value."]
["Mind Impulse Unit",{"$nulls":11},"Rare","Core",184,{"$nulls":7},"a +10 bonus to Tech-Use or Operate tests used in conjunction with devices capable of MIU linking; Good models grant a +10 bonus to commune with machine spirits and for Tech-Use, Operate, Logic, Inquiry, and Ballistic Skill tests made as part of interfacing with the MIU systems"]
["MIU Weapon Interface",{"$nulls":11},"Rare","Core",184,{"$nulls":7},"This system allows the user to fire the linked ranged weapon as a Free Action during his turn. Note that he can still only take a single Action with the Attack subtype during his turn. This additional weapon must be connected to the user via the MIU weapon interface, and is usually equipped as a shoulder mount"]
["Respiratory Filter Implant",{"$nulls":11},"Rare","Core",185,{"$nulls":7},"This implant grants the user a +20 bonus to resist inhaled poisons, gas weapons, or atmospheric toxins."]
["Scribe-tines",{"$nulls":11},"Rare","Core",185,{"$nulls":7},"This implant gives the user a +10 bonus to all Lore skill tests."]
["Subskin Armour",{"$nulls":11},"Very Rare","Core",185,2,"Arms, Body, Legs","Yes",{"$nulls":4},"This implant adds +2 Armour points to the Arms, Body, and Legs locations, which stacks with any other Armour points for these locations"]
["Synthmuscle",{"$nulls":11},"Rare","Core",185,{"$nulls":7},"This implant grants the Unnatural Strength (1) trait; Best craftsmanship grafts instead grant the Unnatural Strength (4) trait but also impose a –10 penalty on Agility tests due to the newly misshapen and unnatural body form."]
["Vocal Implant",{"$nulls":11},"Scarce","Core",185,{"$nulls":7},"counts as using a laud hailer"]
["Volitor Implant",{"$nulls":11},"Rare","Core",185]