Products of the Dark Age of Technology, when Mankind’s technology was at its zenith, these items are remarkable for their craftsmanship, precision, and effectiveness. Archeotech weapons and armour exceed even the finest craftsmanship of the 41st Millennium.
When creating an item in this category, the GM should roll once on Table: Miracles of the Dark Age. All items from the Dark Age of Technology surpass modern standards— the GM should also roll on Table 2–34: Craftsmanship (see page 92), and increase the result of his roll by 3 (to a maximum of 10). The GM should also roll twice on Table 2–35: Quirks (see page 92). Unfortunately, because of their venerable designs and the long-lost secrets used to create them, repairing Archeotech treasures (should they become damaged) requires the would-be tinkerer to succeed at a Challenging (+0) Forbidden Lore (Archeotech) Test before he can even make an attempt to repair it.
Miracles of the Dark Age
Imposing: This device is visibly wrought with long-forgotten heraldry and emblems of a past age, when the impossible was made real, inspiring fearful awe in those who see it. See Imposing on page 86 for details on its function.
Compact: This device is a miniaturized version of its usual counterparts, somehow without sacrificing functionality. See Compact on page 86 for details on its function.
Steady: Rugged and unfailingly dependable, this device functions perfectly even under sub-optimal conditions. See Steady on page 86 for details on its function.
Potent: This device is powerfully built, the arcane technologies within allowing it to perform above and beyond modern equivalents. See Potent on page 87 for details on its function.
Swirling Energy: This item is wreathed in a precisely-calibrated energy field, created with long-forgotten techniques and secrets. See Swirling Energy on page 87 for details on its function.
Incalculable Precision: The hand that shaped this relic was meticulous in a way that modern artisans cannot hope to replicate. See Incalculable Precision on page 87 for details on its function.
Indestructible: This item was shaped from an arcane material, whose composition defies analysis and any attempt to damage it alike. See Indestructible on page 87 for details on its function.
Multiple Blessings: Roll again twice on this table (re-rolling any further results of “Multiple Blessings” and duplicate results), and apply both results to the item.
While none can say why its creators ornamented this device so noticeably, it makes an undeniable impression upon any who see it, reminding them why the Dark Age of Technology is so fabled and so feared.
Ship Component: An ancient and overwhelming testament to ages long past and knowledge long forgotten, this Component grants the vessel’s commanders a +10 bonus to all Intimidate and Command Tests made aboard a vessel upon which it has been installed.
This device is unbelievably small, given its purpose, or can be folded to fit in places one would not expect to look. Though the techno-arcane rites used to miniaturize its internal workings are long-lost, it remains as an impressive testament to the miraculous knowledge of the Dark Age of Technology.
Ship Component: Its Space requirement is reduced by 4 (to a minimum of 1 if it is Internal or 0 if it is External).
Though not as flashy as other archeotech treasures, this item is built to function reliably in all conditions, through challenges and tests that would push lesser creations well beyond their limits.
Ship Component: This Component is extremely reliable. Tests made using this Component receive a +5 bonus. Further, thanks to the crew’s faith in this Component, its presence increases the ship’s Morale by 5.
This device surges with the raw might available to its creators during the Dark Age of Technology.
Ship Component: This Component is unfailingly powerful, and its grandeur strikes all who see it in action. If it is a weapon, increase its Damage by 4. If it is a Plasma Drive, increase the Power it generates by 10. Otherwise, it simply works extremely well; it increases the vessel’s Morale by 3, to reflect the crew’s awe of such an impressive Component.
A shroud of energy surrounds this object, shimmering, glowing, or perhaps even flaring into existence before vanishing periodically.
Ship Component: If this Component would ever become unpowered or stop generating Power, so long as it is not destroyed in the process, it continues to do so for 1d10 minutes after it would normally shut down.
The manufacture of this device was so utterly precise that many users find its exactness disconcerting until they grow used to the greater level of meticulousness in craftsmanship that it displays.
Ship Component: This Component is so finely honed that it draws less power than it might otherwise, takes up a minimum of space, and often makes maintenance unnecessary. Decrease its Size and Power Requirements by 1 (to a minimum of 0). Its
presence increases the ship’s Morale by 1, as ratings occasionally find their assigned toil far less onerous than expected.
Carved from a material that defies explanation or analysis, forged from a lost alloy, or otherwise created in a miraculous fashion, this item is nearly impossible to damage by natural means.
Ship Component: This Component is shielded by a vast and powerful field that crackles to life whenever it would be damaged. Unfortunately, this field draws a great deal of power away from the Component itself. Whenever this Component would suffer the effects of a Critical Hit, it ignores those effects, but becomes unpowered or otherwise non-functional for 1d5 Strategic Rounds as the field overdraws the energy that it normally uses (or the Power that it generates).
Crafted by xenos hands (or claws, as the case may be), alien technology is viewed with suspicion by most within the Imperium. At the fringes of the galaxy, there is less
reticence to use the tools of xenos, though a Rogue Trader would be wise not to flaunt any objects of alien origin he may possess while in “civilised” company. The GM should roll once on Table 2–32: Xenos Construction, once on Table 2–34: Craftsmanship (see page 92), and once on Table 2–35: Quirks (see page 92), and then apply all of the results. Because of its alien origins, xenos technology requires
anyone who wishes to repair it (should it become damaged) to succeed at a Challenging (+0) Forbidden Lore (Xenos) Test before he can attempt to repair it.
1d10 Roll Result
1–2 Ramshackle: This device, simply put, should not function. Given its rough, slab-like construction and dented exterior, whatever species built it clearly did so in an entirely unintuitive fashion, with extra parts that consume power extraneously and savage blades strapped on for good measure, regardless of the device’s function. See
Ramshackle on page 88 for details on its function.
3–4 Peerless Elegance: This device was not built, but grown, not forged with sweat and fire, but merely asked to become the thing that it is now in a voice that it could not refuse. Shining gemstones and brilliant colours adorn it, revealing its inhuman origin to all who see it. See Peerless Elegance on page 88 for details on its function.
5–6 Innovative Design: Optimised for efficiency in a way that baffles and terrifies the disciples of the Machine God, this device was crafted by some species that cares for progress above all else. See Innovative Design on page 89 for details on its function.
7–8 Remnant of the Endless: This device is a technological marvel beyond comprehension, its form cylindrical or rectangular by turns, and wrought with translucent sections that glow with an unearthly radiance. See Remnant of the Endless on page 89 for details on its function.
9–10 Death-Dream’s Fragment: Organic, crystalline strands run across the surface of this device, marking it for some sickening purpose in a plan beyond the reach of mortal minds, or even sanity itself. See Death-Dream’s Shard on page 90 for details on its function.
Whatever hand wrought this device was a rough one indeed, and the mind guiding it was even more jagged and deranged. Erupting with spines and blades that serve no obvious purpose besides creating a risk to the user, or fitted with shining baubles that serve no purpose at all, this device is an obvious testament to the madness of xenos.
This Component is massive and power-inefficient, its sheer bulk, this Component ignores the first Critical that would affect it each session. Finally, its obvious xenos origin permanently decreases Morale aboard the ship by 1.
The hand of xenos of some sort is evident in the design of this device, for no human could have made such a thing. The device exudes an undeniable grace, even if it is the work of foul aliens.
Ship Component: This Component was clearly created by a species of master starfarers, and is meant to perform in the void, working in perfect harmony with the vessel on which it is mounted. Reduce its Power Requirement by 2 (to a minimum of 0) and the Space it needs by 1 (to a minimum of 0). If it generates Power, it generates
the normal amount. However, once per game session, it can overcharge any weapon system that draws power from it, increasing its Damage by 1d5 the next time it is
fired this Strategic Turn. Finally, its obvious xenos origin permanently decreases Morale aboard the ship by 1.
Treasure in this category was obviously created to serve its users as effectively as possible. It could be new or it could be ancient, but the xenos who designed it were clearly unrestrained by the protective rituals and traditions of the Adeptus Mechanicus, and might well have delved into realms not meant for mortal creators.
Ship Component: This component is highly modular, for ease of replacement. In addition to taking up 1 less Space than usual, it can be much more rapidly detached from the vessel than other Components.
These items seem ageless, and despite unfathomable ages of neglect, they function as if they had been well-maintained the entire time. They are marked by a silver sheen and odd luminescence that disturbs most who look upon them.
Ship Component: To install a thrumming crystal relic wrought by accursed xenos upon one’s vessel is to invite doom, even ignoring the prohibitions on such things set
forth in Imperial scripture and law. This Component is miraculously never affected by Critical Hit effects that would damage or disrupt it—instead, two other Components of the GM’s choice suffer the effects that it ignores this way.
Additionally, its foreboding aura and the rumour-mongering that it inspires in the crew permanently reduces Morale aboard the vessel by 3.
The origin of these components is a matter of speculation. Whether crafted by human or xenos artisans, these treasures are undoubtedly of surpassing quality, but they nonetheless all evoke some sort of dread, from obvious signs of Warp taint, to strange, glowing xenos crystals that are almost hypnotic, to dark whispers in the mind of the wielder. The GM should roll once on Table 2–33: Mark of the Curse, once on Table 2–34: Craftsmanship (see page 92), and once on Table 2–35: Quirks (see page
92), and then apply all of the results.
Table 2–33: Mark of the Curse
1d10 Roll Result
1–2 Bloodlust: This device is possessed of a dire thirst for carnage. See Bloodlust below for details on its function.
3–4 Mindkiller: This device is shrouded in terror, thriving on the fear it elicits in those around it. See Mindkiller on
below for details on its function.
5–6 Alluring: Desired by all, this item has drawn countless Explorers to their deaths in search of it. See Alluring on
below for details on its function.
7–8 Entropic: This device incites ruin and despair where it passes. See Entropic on below for details on its function.
9–10 Deceitful: This item is not what it seems, and it maliciously hides its true nature beneath a mantle of deception.
See Deceitful on below for details on its function.
This device elicits nothing less than panic and terror in most people who see it. Whether it is a weapon with an oddly organic eye or maw protruding from it, or a vast, churning voidship component that seems to patter with the footsteps of all who have passed through it, it is utterly disconcerting.
Ship Component: An aura of dread surrounds this Component. Its chilling presence permanently reduces Morale by 3, but this effect is even more pronounced on
unwanted interlopers. Boarders suffer a –20 penalty to their Command Tests aboard this vessel so long as this Component remains functional.
All treasures are in some way desirable by their very classification as “treasures,” but this device inflames the avarice of all who see it. It is almost unnaturally beautiful, and let any owner beware, for scoundrels in the Koronus Expanse kill for far less.
Ship Component: This Component is surprisingly (some might say disturbingly) pleasant. Whether because of its elegant design, less noxious smells, or other possible qualities, ratings tend to loiter there when possible. This Component
increases the vessel’s Morale by 3, but if it is ever removed, lost, or replaced, its absence decreases Morale by 6.
This treasure answers the silent call of the universe to expend without replenishing, to rust away. No matter how hard the owner of this treasure works, it never seems to stay clean.
Ship Component: Rusted and leaking, this Component ever seems to be in need of repair or additional energy. Increase this Component’s Power requirement by 3. However, whenever it would be affected by the results of a Critical Hit result of 5 or lower, it ignores the effects of that result.
Seemingly possessed of a treacherous nature, this treasure is created in a counter-intuitive and misleading way that causes those who look upon it to draw false conclusions, often to their own terrible detriment. Whether this trickery is based
in illusion, strange construction, or something else varies based on the item, but it is always capricious and spiteful.
Ship Component: This Component is not what it appears to be, deceiving any onlookers. Roll again on Table 2–29: Ship Components (see page 85) determine the true nature of this Component. Viewers must pass a Hard (–20) Scrutiny Test to determine this Component’s true function; otherwise, they are taken in by the deception and believe it to be the Component that it masquerades as. However,
due to internal confusion caused by this ruse, permanently reduce Morale by 1 on any vessel into which it installed.
1d10 Roll Quirk
1 Surly: Past owners likely call this item “temperamental” (or things far less refined), if any are still alive to describe it. If this item’s user rolls a 96 or higher on any Test while using it, the item ceases to function for several moments (powering down, catching on a nearby object, or falling out of reach). The item’s owner gains a +2 bonus to his Initiative so long as he possesses it, however, due to the paranoia the device incites in him.
2 Cruel: This item’s legacy is written in blood, cutting a red swath across the galaxy at a prodigious rate. Once per game session, the owner of this item may re-roll his Damage roll from a successful attack of any kind.
3 Patient: Also sometimes called “sluggish,” this item is reliable and effective but slow to start. This item imposes a –3 penalty on its owner’s Initiative for time lost, but whenever its owner succeeds on a Test using the item, he adds one additional Degree of Success.
4 Unpredictable: This item is notoriously capricious, and is said to favour its owner at some times and torment him at others. When its owner succeeds on a Test using the item, he adds one additional Degree of Success, but when he fails on a Test using it, he adds two additional Degrees of Failure.
5 Resplendent: This item has a flair to it, completing tasks with an additional flourish. The owner of this item gains a +5 bonus to Charm and Intimidate Tests while it is in his possession, but Search Tests to find this item when it is concealed are made at a +30 bonus.
6 Vanishing: This item is infuriatingly difficult to find, even when its owner only puts it out of sight for a moment. Search Tests to find this item (including when it is concealed on a body) suffer a –10 penalty. If the item is a voidship Component, Navigate Tests to find it aboard the vessel suffer a –10 penalty instead.
7 Trusty: This item is widely known for its reliability. Once per game session, the owner of this item may gain a +10 bonus to the next Test he makes with it (this is cumulative with any other bonuses it provides).
8 Zealous: This object is without sentiment or mercy (it is, after all, an inanimate object), to its owner and his enemies alike. Tests made with this item can never gain a total bonus from circumstantial effects greater than +30, but can never suffer a total penalty from circumstantial effects greater than –30.
9 Dogged: For better or for worse, this device seems near-impossible to lose. No matter the circumstances, it always seems to find its way back into its owner’s hands eventually.
10 Lucky: Whatever else it might be, this item is considered a talisman of good fortune. So long as he is in contact with it (or the ship it is installed upon, for Components), the owner of this item counts as having one additional Fate Point that he may spend but may not “burn.”