Tools & Equipment

All Tools, Gear and Clothing from the Core Rulebook and own Houserule items. Housebrewed Items are marked with a (coffecup):

Clothing and Personal Gear

Core Rulebook Page 143

NameCostAvailEnc
Backpack/Slings20Common1
Cameleoline Cloak500Rare0
Concealed Holster 60Common0
Explosive Collar150Scarce0
Filtration Plugs20Common0
Photo-Visors/ Contacts300Scars0
Rebreather200Scars1
Respirator/ Gas Mask50Common0
Survival Gear50Common3
Synskin3000Exotic0
Void Suit2000Scarce5

Tools

Core Rulebook Page 151

NameCostAvailEnc
Auspex/Scanner1000Scarce1
Auto Sense Goggle 1600Rare1
Auto-Quill150Scarce2
Beetle Tent 100/ 200Common/ Scarce1/2
Chirurgeon’s Kit (5 uses)500Rare0
Chrono20Common0
Climbing Harness100Common0
Combi-Tool300Rare0
Comm Leech1000Rare1
Dataslate100Common0
Diagnostor2000Rare1
Disguise Kit100Exotic1
Emperor’s Tarot10000Rare0
Entrenching Tool20Common1
Excruciator Kit500Exotic1
Flex-Tent300Scarce0
Glow-Globe/ Stablight30Common0
Grapnel Launcher550Common0
Grav Chute2000Rare2
Holy Icon10Common0
Inhaler/Injector65Common0
Instruments of Divination200Rare0
Jump Pack 3000Rare2
Lascutter170Common2
Laud Hailer100Scarce1
Mag Boots400Rare0
Magnoculars30Common0
Manacles50Common0
Micro-Bead/ Vox Bead150Common0
Monotask Servo-Skull2000Rare0
Multicompass400Exotic0
Multikey200Scarce0
Pict Recorder200Common0
Psy Focus100Exotic0
Regicide Set40Common0
Sacred Unguents (5 uses)100Rare0
Screamer170Scarce1
Signal Jammer250Rare1
Stummer1000Common1
Vox-Caster1000Scarce0
Witch Cage 5000Rare2
Writing Kit20Common1

Auto Sense Goggles

These bulky goggles (most often worn by Space Marine scout snipers) provide the wearer with a number of vision enhancements. There are many models and variants of these goggles. While wearing Auto Sense Goggles, you ignore penalties from zones with the Poorly Lit and Dark Environmental Traits. Sight and Sound input filtering provides immunity to the Blinded condition and +20 to resist the Stunned condition. In addition, you gain the ability to make the Target Location Action as an in-turn Free Action.

Beetle Tent

A series of collapsible bio-dome structures now known as “beetle tents” due to their dis􀆟nctly insectoid profile, an easy-to-assemble portable bio-dome formed from polycarbonate sidings reinforced with plasteel rods. While not as easily transportable as a shelter made from cloth, beetle tents are far more durable in the face of hostile creatures and uncertain weather. The exterior of a beetle tent invariably includes some sort of camouflage scheme, usually a jungle-based one, though desert camouflage is also common.

Concealed Holster

These conformal pouches can hold a small Pistol such as an autopistol or Stub Automatic, and are worn under obscuring clothing to disguise the weapon from observers. Attempts to detect such a weapon suffer a -20 penalty.

Flex-Tent

This thin fabric turns utterly rigid when a small electrostatic charge is applied. It is part of many emergency shelter kits, as it is very lightweight and needs no support; users can simply unroll and activate it to form a strong shelter against the elements. When the charge is deactivated, the fabric collapses and can be reused if needed, making it a popular item in long-distance marches. It may hold two people.

Jump Pack

Personal flight and anti-grav devices are something of a rarity in the Imperium; however, far from unknown. Jump packs are one such system, allowing limited powered flight using a combination of suspensor systems and thrusters. Jump packs are commonly employed by elite forces such as the Adeptus Sororitas Seraphim and the Imperial Navy’s void armsmen, while a much more powerful version is also used by Space Marine assault forces.
The Jump Pack is operated with the Pilot (Jump Pack) Skill as a Fee Action. A standard jump pack allows for a safe, guided fall from any height and allows the character to make an unlimited series of short jumps, enabling them to consider their Speed as one higher, avoiding any ground obstacles and landing at the end of each round’s movement, or they may move to any zone within Long range. After a Long Range Jump the Jump Pack needs a cooldown for 6 rounds minus the SL of a Average (+20) Pilot (Jump Pack) Skill Test. The minum cooldown is at least 1 round
A jump pack’s power supply will last for about an hour of strenuous operation before it needs replacing.

Witch Cage

The Witch Cage is an ancient device created to control Psykers who would otherwise be killed but who need to be kept alive due to extreme circumstances. This simple iron box is placed over the head of the psyker and restricts both his vision and hearing. Runes inscribed within stop the psyker from effectively using his unholy gifts. In addition, the Witch Cage has dozens of rings and spikes so the psyker is easy to control by slapping the cage or pulling on ropes looped through rings. A psyker wearing a Witch Cage suffers the following effects:

  • Makes all Psychic Mastery tests with Disadvantage.
  • Takes a -30 penalty to all Psychic Manifestation Tests.
  • Suffers the Blind and Deaf conditions.