All Tools, Gear and Clothing from the Core Rulebook and own Houserule items. Housebrewed Items are marked with a (coffecup):
Core Rulebook Page 143
| Name | Cost | Avail | Enc |
|---|---|---|---|
| Backpack/Slings | 20 | Common | 1 |
| Cameleoline Cloak | 500 | Rare | 0 |
| Concealed Holster | 60 | Common | 0 |
| Explosive Collar | 150 | Scarce | 0 |
| Filtration Plugs | 20 | Common | 0 |
| Photo-Visors/ Contacts | 300 | Scars | 0 |
| Rebreather | 200 | Scars | 1 |
| Respirator/ Gas Mask | 50 | Common | 0 |
| Survival Gear | 50 | Common | 3 |
| Synskin | 3000 | Exotic | 0 |
| Void Suit | 2000 | Scarce | 5 |
Core Rulebook Page 151
| Name | Cost | Avail | Enc |
|---|---|---|---|
| Auspex/Scanner | 1000 | Scarce | 1 |
| Auto Sense Goggle | 1600 | Rare | 1 |
| Auto-Quill | 150 | Scarce | 2 |
| Beetle Tent | 100/ 200 | Common/ Scarce | 1/2 |
| Chirurgeon’s Kit (5 uses) | 500 | Rare | 0 |
| Chrono | 20 | Common | 0 |
| Climbing Harness | 100 | Common | 0 |
| Combi-Tool | 300 | Rare | 0 |
| Comm Leech | 1000 | Rare | 1 |
| Dataslate | 100 | Common | 0 |
| Diagnostor | 2000 | Rare | 1 |
| Disguise Kit | 100 | Exotic | 1 |
| Emperor’s Tarot | 10000 | Rare | 0 |
| Entrenching Tool | 20 | Common | 1 |
| Excruciator Kit | 500 | Exotic | 1 |
| Flex-Tent | 300 | Scarce | 0 |
| Glow-Globe/ Stablight | 30 | Common | 0 |
| Grapnel Launcher | 550 | Common | 0 |
| Grav Chute | 2000 | Rare | 2 |
| Holy Icon | 10 | Common | 0 |
| Inhaler/Injector | 65 | Common | 0 |
| Instruments of Divination | 200 | Rare | 0 |
| Jump Pack | 3000 | Rare | 2 |
| Lascutter | 170 | Common | 2 |
| Laud Hailer | 100 | Scarce | 1 |
| Mag Boots | 400 | Rare | 0 |
| Magnoculars | 30 | Common | 0 |
| Manacles | 50 | Common | 0 |
| Micro-Bead/ Vox Bead | 150 | Common | 0 |
| Monotask Servo-Skull | 2000 | Rare | 0 |
| Multicompass | 400 | Exotic | 0 |
| Multikey | 200 | Scarce | 0 |
| Pict Recorder | 200 | Common | 0 |
| Psy Focus | 100 | Exotic | 0 |
| Regicide Set | 40 | Common | 0 |
| Sacred Unguents (5 uses) | 100 | Rare | 0 |
| Screamer | 170 | Scarce | 1 |
| Signal Jammer | 250 | Rare | 1 |
| Stummer | 1000 | Common | 1 |
| Vox-Caster | 1000 | Scarce | 0 |
| Witch Cage | 5000 | Rare | 2 |
| Writing Kit | 20 | Common | 1 |
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.
A series of collapsible bio-dome structures now known as “beetle tents” due to their disnctly 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.
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.
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.
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.
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: