Acquisition

Difficulty to Find Based on Size of Population

Availability 1,000 10,000 100,000 100,000+
Ubiquitous Easy (+ 30) Automatic Automatic Automatic
Abundant Routine (+ 20) Easy (+ 30) Automatic Automatic
Plentiful Ordinary (+ 10) Routine (+ 20) Easy (+ 30) Automatic
Common Challenging ( + 0) Ordinary (+ 10) Routine (+ 20) Easy (+ 30)
Average Difficult (–10) Challenging (+0) Ordinary (+10) Routine (+20)
Scarce Hard (–20) Difficult (–10) Challenging (+0) Ordinary (+10)
Rare Very Hard (–30) Hard (–20) Difficult (–10) Challenging (+0)
Very Rare Arduous (–40) Very Hard (–30) Hard (–20 ) Difficult (–10)
Extremely Rare Punishing (–50) Arduous (–40) Very Hard (–30) Hard (–20)
Near Unique Hellish (–60) Punishing (–50) Arduous (–40) Very Hard (–30)
Unique GM’s Discretion Hellish (–60) Punishing (–50) Arduous (–40)

Time Taken to Acquire Item Depending on Size of Population

Availability 10 million + < 10 million < 1 million < 100,000 < 10,000
Ubiquitous One day One day One day One day One day
Abundant One day One day One day One day 1d5 days
Plentiful One day One day One day 1d5 days 1d10 days
Common One day One day 1d5 days 1d10 days 1d10 days
Average One day 1d5 days 1d10 days 1d10 days One week
Scarce 1d5 days 1d10 days 1d10 days One week One week
Rare 1d10 days 1d10 days One week One week 1d5 weeks
Very Rare 1d10 days One week One week 1d5 weeks 1d10 weeks
Extremely Rare One week One week 1d5 weeks 1d10 weeks 1d5 months
Near Unique One week 1d5 weeks 1d10 weeks 1d5 months 1d10 months
Unique 1d5 weeks 1d10 weeks 1d5 months 1d10 months One year

Acquisition Modifiers

Availability Modifier Example
Ubiquitous +70 Ration Pack
Abundant +50 Knife
Plentiful +30 Void Suit
Common +20 Lasgun
Average +10 Micro-bead
Scarce +0 Demolition Charge
Rare –10 Krak Grenade
Very Rare –20 Heavy Bolter
Extremely Rare –30 Digital Weapon
Near Unique –50 Tempest Bolt Shells
Unique –70 Archeotech Power Armour
Scale Modifier Example
Negligible +30 Single Man
Trivial +20 Squad (3–5)
Minor +10 Platoon (10–30)
Standard +0 Company (50–100)
Major –10 Regiment(500–1,000)
Significant –20 Division (2,000–5,000)
Vast –30 Army (10,000+)
Craftsmanship Modifier Example
Poor +10 Corpse Starch Ration Pack
Common +0 Typical Clothing
Good –10 Finely Crafted Forge World Bolter
Best –30 Exquisite Power Sword with Noble Family Crest

Table 9-36: Starship Component Type Modifier

Acquistions Component Modifier
War (macrobatteries, lances, torpedoes) –30
Etheric (auspex, vox-networks, communications) –20
Power (warp drive, generatorium, void-shields) –10
Structure (holds, observatories, armour, special structures) +0

Table 1-6: Expanded Component Costs

Components Availability
Supplemental Components costing 1 SP, Essential Components Scarce
Supplemental Components costing 2 SP, Essential Components costing +1 SP Rare
Supplemental Components costing 3 SP, Essential Components costing +2 Very Rare
Supplemental Components costing 4 SP, Essential Components costing +3 SP Extremely Rare
Supplemental Components costing 5 SP, Essential Components costing +4 SP Near Unique
Supplemental Components costing 6 SP, Essential Components costing +5 SP Unique
Archeotech Components Extremely Rare
Xenotech Components Near Unique

Table 1–4: Component Craftsmanship Modifiers

Craftsmanship Level Power Modifier Space Modifier SP Modifier Morale Modifier
Poor -2 to Generated Power or +1 to Power Consumed +1 -1 -1d5
Common 0 0 0 0
Good (choose either Power or Space Modifier but not both) +1 to Generated Power or -1 to Power Consumed -1 +1 +1
Best +1 to Generated Power or -1 to Power Consumed -1 +2 +1d5

Table 1–5: Lance and Macrobattery Craftsmanship Modifiers

Craftsmanship Level Strength Modifier Damage Modifier Crit Rating Modifier Range Modifier Space Modifier SP Modifier Morale Modifier
Poor (chose any 2) -1 -1 +1 -1 +1 -1 -1d5
Common 0 0 0 0 0 0 0
Good (choose any 1) 0 +1 0 +1 -1 +1 +1
Best (chose any 2) +1 +1 -1 +1 -1 +2 +1d5
NOTE: SP AND MORAL MODIFIERS AUTOMATIC CHOOSE 2 OF THE OTHERS

Table 1-7: Common Facility Types & Modifiers

Type Facility Acquisition and Component Modifiers Installation Modifier
Backwater System Starship Components are rare and expensive in backwater systems. All Component Availabilities count as one step rarer (Rare becomes Very Rare, for example). +1d10 days
Civilised System The standard dockyards for most Explorers. No modifiers. None
Colonial System While most Components can be found, there are few Essential ones the colony can spare. All Essential Component Availabilities count as one step rarer (Rare becomes Very Rare, for example). +1d5 days
Deep Void Station A wide variety of all Component types can be found here, but the dealmaking is tough. Decrease the Availability level of any Component by one, only to find if only to find if only a Component is available. However, the actual Acquisition Test suffers a –5 penalty. -1 day
Feral/Feudal System No Components available, but plenty of manpower to be had. Crew may be
replenished as Abundant (+50).
N/A
Liege System The ruler can get whatever is needed, but for a price. All Component Availabilities count as one step rarer (Rare becomes Very Rare, for example). +1 day
Mining System Hull repairs are usually easy to come by, and Explorers only have to make an
Acquisition Test for every full ten points of Hull Integrity restored.
+1 day
Naval Installation All Components except Xenostech can be found, but only Rogue Traders with Peer or Good Reputation (Imperial Navy) may purchase Components at a Naval Installation. All Component Availabilities count as one step more common (Rare becomes Scarce, for example). Efficient workmen mean repairs only need 1 day for each 2 points of Hull Integrity restored. -1 day

Acquisition

Tyrannous Stars theendcat