Exotic Artifacts and Strange Devices

By RocketPropelledGrenade, in Rogue Trader House Rules

Since Rogue Traders are notorious for equipping themselves with rare or unique items, I thought we might want a thread on the crazy things they could get.

To start us off:

Gravitic Shatterblade

This archaeotech blade is of strange construction, bearing a two handed grip on a fairly standard-sized blade, with the blade itself being even more unusual. Only the edges of the blade are present, though forged of sturdy Lathe-metal, and the inner surfaces facing the hollow left in it is covered in peculiar energy conduits.

When the edges of the blade bite into a surface, whether an opponent's weapon, armor, or flesh, the conduits flare with a disruptive gravitic field, disrupting the very curvature of space in a localized anomaly. The results on whatever the field is passing through can be incredibly destructive. However, such power coursing through the blade makes it hard to wield, with every activation jolting the wielder uncomfortably as the local space-time struggles to adjust to the disruption. It is for this reason the blade must be wielded two handed, so as to maintain control of the lethal blade.

Gravitic Shatterblade (Exotic Melee Weapon): Damage 1d10+7; Pen 7; Power Field, Tearing, Unbalanced, Requires two hands; Extremely Rare

Entropy Field

Many strange xeno-tech artifacts were recovered by Rogue Trader Sarlas Duvann when he destroyed the malignant Fenethi, an advanced but planet-bound xeno race. Among them were personal versions of the peculiar force fields which had withstood so many macrobattery shellings, but yielded under a single lance strike.

These fields cause a rapid decay of any matter in their area of effect--a zone a fifth of a meter wide, projected about half a meter from the user. Anyone in melee range of the wielder suffers 2d10 E damage every round. If they are wearing armor, it loses one AP each round it is applied, requiring a Trade (Armorer) Test at -10 to fix. Furthermore, any weapons firing solid ammo (including bolt weapons and the like) at the wielder deal with an additional 2d10 points of force field protection. All non-energy ranged weapons fired by the wearer apply a reduced version of this field, providing d5 additional protection to those on the outside. The strange layered energies of the field appear ot operate in one direction, in a manner that has baffled many advanced Magi of the Mechanicum.

Near-Unique rarity

Some things the Stryxis will have in their wares in my upcoming session, to add to this collection:

A pair of Encryption Clips, which make the transmissions between attached Vox
sets read as near indecipherable code to others (Very Rare)

Poison-Voidbloom nectar (takes effect instantly, necrotizing the flesh in contact
before spreading throughout the body. Deals D5+5 Wounds unaffected by toughness bonus or armor if a Toughness test at -30 is failed. For a number of subsequent rounds equal to the degrees of failure (minimum 1), an additional Wound is suffered)


Matched Pair of Power Swords—when used together, they offer a total parry
bonus of +20 (Best Quality)

wyrdbloom incense (Can enhance Psy-rating of all who use it by 2, but
always count as Pushing, with additional +30 to Psychic Phenomenon)