Dark Heresy Random Loot Table (Major)

Reference name: dark-heresy-random-loot-table-major ~ ID: 5103
Tags:
Roll Result
1 Bomb Spray - 10% chance of leaking and applying the effects when found, if not, 1d5 uses left
2 Cogitator - 1d100 for type 1 Broken and irreparable 2-30 Membrance Enhancer 31-70 Personal 71-80 Matriculation 81-99 Data-Loom 100 Emplaced
3 Demo Charge - 50% chance of being a Hollow Charge
4 Det-Tape - 1d5 rolls
5 Diagnostor/Medispex - 50% chance of being depleted
6 Disguise Kit - 1d5+10 uses left 1d10 for quality 1-2 Poor 3-7 Common 8-9 Good 10 Best
7 Drusine Incense - 1d5 hours worth
8 Vessel Emergency Kit - Roll 3 times on the Vessel Emergency Kit Table
9 Emergency Hab - 10% chance of it being solid after getting wet, 50% chance of it being a duplex e-hab
10 Excruciator
11 Forgery Kit - Roll 1d10 for quality 1 Broken 2-6 Common 7-9 Good 10 Best
12 Gene-Printer - 50% chance of being depleted
13 Glidewing - 50% chance of being broken
14 Grav-Chute - 50% chance of being depleted
15 Grey Device - If seen with it, grants the Enemy Adeptus Mechanicus talent
16 Heretic's Wake Deck - If seen with it, grants the Enemy Inquisition
17 Hololith/Holo-Projector - 50% chance of being depleted. Roll 1d10 for quality 1-3 Poor 4-9 Common 10 Good
18 Holo Wafer - Preloaded with something at the GMs discretion
19 Intrusion Spirit - If seen with it and recognized, grants the Enemy Adeptus Mechanicus talent
20 Line Ascender - 10% chance of its safety feature being busted
21 Melta Gel - 1d3 tubes of it
22 Pict-Fly - 50% chance of it being broken
23 Pinner - If seen with it, grants the Enemy Adeptus Arbites
24 Poi-Savant - Roll 1d10 for quality 1-2 Poor 3-7 Common 8-9 Good 10 Best
25 Privacy Field Generator - 50% chance of being spent
26 Psy-Focus - 1% chance of having been used by a heretic, giving 1 corruption to those that touch it
27 Psy-Crystal - 10% chance of it being attuned to a specific deity, shining more brightly but giving a +10 to psyniscience checks to find it
28 Sky Eye - 50% chance of being broken
29 Strait-Cape - 10% it is already primed and when grabbed it will actuate on the character
30 Tracking Device - 50% chance of being spent
31 Venom Ring - 50% chance of having no venom inside, if it has some, roll on the drugs table until an appropriate one is found
32 Vox Bug - 50% chance of being broken
33 Vox Thief - 50% chance of being spent, roll 1d10 for type 1-7 normal 8-10 compact
34 Vox-Tracker - 50% chance of being broken
35 Ward Accessor - 50% chance to have a blank accessor
36 A Bionic from the Bionics Random Table