Dark Heresy Random Loot (Minor)
Tags:
Roll | Result | |
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1 | Backpack - Roll 5 more times and discard all but common and lower results. | |
2 | Blast Googles - Roll 1d10 1-6 Glassteel Lenses 7-9 Tinted Lenses 10 Ornamented Body | |
3 | Cameleoline Fiber - Roll 1d10 1-6 Enough for Small Item 7-9 Enough for Cloak 10 Full body | |
4 - 5 | Charm - Roll 1d10 1-3 Ecchlesiarch 4-6 AdMech 7-9 IG 10 Imperial | |
6 | Chrono - Roll 1d10 1-4 Steel 5-7 Plasteel 8-9 Gold 10 Ornamented | |
7 | Harness - Roll 1d10 1-5 Poor 6-8 Common 9-10 Good | |
8 - 10 | Clothing - Roll 1d10 1-7 Common Clothers 8-9 Noble Garments 10 Silver Filigree Ornamented | |
11 | Dog Tags - Roll 1d10 1-5 Soldier 6-9 Captain 10 General | |
12 | Field Bag - Includes a 3 Rations (50% of being rotten), a glowstick, a 1-person tent and can be rolled into a body bag. | |
13 - 15 | Filtration Plugs - 50% of being spent | |
16 | Infrared Googles - 50% of not being calibrated | |
17 | Photo-Visor - Roll 1d10 1-5 Common 6-9 Good 10 Photo-Contacts Variant | |
18 | Re-Breather - 50% of being spent | |
19 | Recoil Glove - Roll 1d10 1-6 Poor 7-9 Common 10 Good | |
20 | Respirator - Roll 1d10 1-5 Common 6-8 Good 9-10 Gas Mask Variant | |
21 | Spider Pads - Roll 1d10 1-5 Poor 6-9 Common 10 Good | |
22 | Survival Suit - Roll 1d10 1 Punctured 2-5 Cold Climate 6-9 Hot Climate 10 Dual Climate Design | |
23 | Thermal Gloves - Roll 1d10 1-3 Broken Thermal cell 4-9 Common 10 Good | |
24 | Void Suit - Roll 1d10 1-5 Common 6-9 Good 10 Best | |
25 | Fedrid Braid Cloak - 50% of being rotten | |
26 | Explosive Collar - Roll 1d10 1 Faulty, roll 1d100 each day, in a 1 result it explodes. 2-7 Control Remote 8-10 Boundary Detonator | |
27 | Gill Filter - Roll 1d10 1 Contaminated with transparent Toxic 3 Algae, awareness -10 check to see it. 2-5 Dried out 6-10 Good Condition | |
28 | Gloom Eye - Roll 1d10 1 Radioactive 2-9 Normal Gloom Eye 10 Volgite Gloom Eye | |
29 | Holo Visor (Includes 2 Filters) - Roll 1d10 1 Attuned to wrong frequency 2-9 Common 10 Good | |
30 | Huntsman's Musk - Roll 1d10 1 Actually attracts and gives a bonus instead of penalty 2-8 Common 9-10 Water Proof | |
31 | Jump Pack Spares - Roll 1d5 for amount. 25 Parts can be turned into a fully functional jump pack with a Tech-Use -50 Test requiring appropriate tools | |
32 | Mag Harness - 50% of being spent | |
33 | Mag Boots - Roll 1d10 1 Faulty, every time its used roll 1d100, on a 1 roll it gets stuck in the current mode for 1d10 rounds. 2-7 Poor 8-10 Common | |
34 | Night Cloak Fabric - Roll 1d10 1-6 Enough for Small Item 7-9 Enough for Cloak 10 Full body | |
35 | Ocular Catechizer - Roll 1d10 1 Corrupt Machine Spirit, gain 1 corruption each use 2-7 Common 8-9 Good 10 Ornamented | |
36 | Opus Machina - Roll 1d10 1 Corrupted Machine Spirit, grants 1 corruption per use. 2-6 Willful, wont work unless coaxed with proper rites (Tech-Use -20) 7-9 Common 10 Magi Opus Machina, grants the Hated - Adeptus Mechanicus talent but is worth 2d100 thrones | |
37 | Slip Vest Fabric - Roll 1d10 1-6 Enough for Small Item 7-9 Enough for Vest 10 Vest and Legs | |
38 | Fedrid Soul Mask - Roll 1d10 1 Actually has a trapped soul and grants the effects of Paranoid with 1 corruption per day of use. 2-9 Common 10 Ornamented | |
39 | Targeting Monocle - Roll 1d10 1-3 Red-Dot sight mode 4-6 Motion Predictor mode 7-9 Telescopic Mode 10 Choose | |
40 | Drugs Box - Roll 5 times on the drugs table, GM chooses the most appropriate result for the context | |
41 | Consumables Bag - Roll 5 times on the consumables table, GM chooses the most appropriate result for the context | |
42 | Tool Box - Roll 3 times on the consumables table, GM chooses the 2 most appropriate result for the context | |
43 | Arms Coffer - Roll 1d10 1-5 Steel 6-9 Plasteel 10 Ceramite Reinforced Plasteel | |
44 | Auspex/Scanner 50% chance of being depleted, 1d10 for type 1-4 Movement 5-8 Energy 9 Medispex 10 Molecular Composition Analizer | |
45 | Auto-Quill Roll 1d10 for quality, 1-7 Common 8-9 Good 10 Ornamented | |
46 | Cast Spray - Roll 1d3 for number of applications left | |
47 | Cognomen - Up to the GM who this belongs to | |
48 | Combi-Tool - 50% chance of being rusted and unusable | |
49 | Compass - 10% chance of pointing randomly | |
50 - 52 | Data-Slate - Roll 1d100 1 Broken 2-50 Poor 51-80 Common 81-98 Good 99 Best 100 Best with Hololith Projector | |
53 - 55 | Lamp - Roll 1d10 for hours left, 1d10 for type 1-5 Glow-Globe 6-9 Lamp Pack 10 Heavy Glow-Globe (Twice the range) | |
56 | Grapnel - Roll 1d10 for type 1-7 Crossbow 8-10 Gas-gun | |
57 - 59 | Igniter - 50% chance of being depleted | |
60 | Injector - Roll 1d10 for type 1-4 Skin Patch 5-8 Syrette 9 Hypo 10 Auto. 50% chance of being filled with something, roll on the Drugs table until a compatible is rolled, -20 Medicae to know which drug is inside | |
61 | Magnoculars - Roll 1d10 for quality, 1-4 Poor 5-8 Common 9-10 Good | |
62 | Manacles - Roll 1d10 for quality 1 Broken (+10 to Escape) 2-3 Poor 4-7 Common 8-9 Good 10 Best (Magnacles, 50% of being depleted) | |
63 | Mantle Shrine - 50% of being a Missionary Shrine | |
64 | Medikit - Roll 1d10 for type 1-4 Healers (+10, 1d10+5 uses, replenish in nature) 5-8 Normal (+20, 10 uses, replenish at industrial level medical facilities) 9-10 Advanced (Has guidance cogitator, may roll for medicae even without the skill | |
65 | Microbread - Roll 1d10 for quality 1-3 Poor 4-7 Common 8-9 Good 10 Best | |
66 | Multi-Key - 50% chance of being rusted and unusable | |
67 | Pict Recorder - Roll 1d10 for quality 1-3 Poor 4-7 Common 8-9 Good 10 Best | |
68 | Polygum - 50% chance of not being fresh | |
69 | Salvation Auger - Roll 1d10 for quality 1-3 Poor 4-7 Common 8-10 Good | |
70 | Screamer - 50% chance for the battery to be depleted, 1% chance for the Screamer to be broken and halve its perception | |
71 | Stab-Light - 50% chance of being depleted | |
72 | Stummer - Roll 1d10, 1 Broken 2-5 Depleted 6-9 Full 10 Expanded Cell (30 Minutes) | |
73 | Survival Kit containing 6 rolls of the survival tools | |
74 | Synth-Skin - 1d5 Applications left | |
75 | Toxin-Wand - 50% of being depleted | |
76 | Vox-Caster - 50% chance of being depleted | |
77 | Weapon Maintenance Kit | |
78 | Writing Kit | |
79 | Caltrops - Bag to cover 1d5 meters square area | |
80 | Monrassan Capsican Trap - 5% chance of springing the trap and applying the effects | |
81 | Duskan Glo-Slugs - 1d5 for quantity, 50% chance of them being dry. | |
82 | Kill Sticks - 5% chance to spring the trap and apply the effects | |
83 | Fervious Powder Bomb - 5% chance for it to erupt and apply the effects | |
84 | Skeleton Key - GM discretion on to when it was built and for which doors | |
85 | Volonx Skem Net - 50% of it being dry. If the player does not know of the plant and touches it with his bare skin, apply the effects accordingly | |
86 | Smoke Flare - Roll 1d5 for Quantity | |
87 | Fedrid Spark Rocks | |
88 | Stink Bomb - 5% chance for it to erupt and apply the effects | |
89 | 9-70 Entrenchment Tool - 50% chance of being sharpened | |
90 | Bedroll - 50% chance of being riddled with lice | |
91 | Grooming Kit - 10% chance of being ornamented and worth double its price | |
92 | Imperial Infantryman's Uplifting Primer - GMs discretion on who it belongs to | |
93 | Infantry Lamp - 50% chance of being depleted | |
94 | Mess Kit - 50% to have salt | |
95 | Sandbag - Roll 1d5 for quantity | |
96 | Tac-Rig/Combat Vest - 50% chance to come with a common combat knife | |
97 | Tent - With space for 1d3 people | |
98 | Munitorum Tool Kit - 25% chance of being empty, 25% chance of having drugs inside (Roll twice on the drugs table) | |
99 | Concealed Holster 2ed | |
100 | One Item of the Random Loot Table (Major) |