Dark Heresy Random Loot (Minor)

Reference name: dark-heresy-random-loot-minor ~ ID: 5098
Tags:
Roll Result
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)