Rings are one of the accessories that can be equipped by players. Each accessory contain its unique defensive Stats, effects, bonuses, skill checks, and more when they are equipped. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, looted from various locations, crafted, or are dropped by Enemies and Bosses. This page will indicate a list of all the Rings in Warhammer 40k: Rogue Trader which will include its description and values. You can find detailed information on its location and properties on each individual page linked below.

 

 

Warhammer 40k: Rogue Trader All Rings

 

Rogue Trader Rings Comparison Table

 

Comparison Table

You can search by Name, or Effect. Just type into the search box what you are looking for.

Quick Search of All Rogue Trader Rings 

Name

Prerequisites

Effect

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Accelerator

None  Whenever the wearer starts their turn with no enemies adjacent, they gain +6 MP.

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Accuser of Sin

None The Charge ability grants additional damage equal to wearer's WP bonus against daemons and xenos.

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Aeldari Ranger Sight

None The wearer's deadeye shot critical hits triggers Expose Weakness against the affected enemy until the end of combat.

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Aeldari Rune Stone

None At the start of the wearer's turn, veil degradation is reduced by -1.

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Anatomy Tome

None The wielder gains a +(STR bonus + INT bonus) additional damage for single attacks against human enemies.
It also grants a +5 bonus to Medicae.

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Armour-Piercing Ammo

None The wielder's single shots and deadeye shots reduce the target's deflection by damage dealt.

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Auspex

None Grants a 10+ bonus to Awareness.

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Battle Plan

None When the wearer uses Press the Advantage, they and their allies increase their resolve by +2 for 2 rounds.

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Bayonet Knife

None When the Wielder attacks with any ranged weapon at a 1- cell range, that attack also inflicts bleeding (4).

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Bayonet Chain Knife

None When the wearer attacks a target with any ranged weapon in a 1-cell range, that attack inflicts bleeding (10). The target also suffers +25% critical damage to all attacks made against it.

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Bead Of Concentration

None The wearer gains an additional +1 AP for each consecutive turn that the wearer has not spent MP. Stacks up to 5 times.

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Bead or Might

None If the wearer has 8 or more AP at the start of their turn, they gain +30% damage for the rest of the combat.

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Black Signet of the Inquisition

None

The wearer gains +40 Persuasion and the Inquisitor's Tenet ability that can be used once per combat.
Inquisitor's Tenet grants:

  • +50 momentum
  • All common negative effects are removed from all allies
  • All allies gain +(wearer's Persuasion / 7) temporary wounds, +(wearer's Persuasion / 7)% armour and +(wearer's Persuasion / 20) deflection until the end of combat

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Blades Clone Field

None Whenever the wearer fails to parry an attack, they can reroll the parry test once.
If they wield dual melee weapons, they can reroll the parry test twice.

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Bladewings

None The wearer can spend all their MP to move to any cell within movement range.
This movement does not trigger attacks of opportunity.
At the end of movement, the wearer automatically performs a melee area attack with their primary weapon against all adjacent enemies.

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Blood Barrier Emitter

None At the start of their turn, the wearer recovers wounds equal to the number of bleeding creatures. If at least 1 wound was recovered that way, 1 fresh injury is removed from the wearer as well.

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Book of Minor Prayers

None The wearer cannot use psychic or Navigator powers.
The wearer suffers -Lore (Imperium)% less warp damage.
The wearer gains a Lore (Imperium)% chance to ignore any effect inflicted y psyc ic or avigator powers.

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Brinkwalker Pendant

None The wearer can move without provoking attacks of opportunity as long as they have less than 50% wounds left.

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Burning Blood Talisman

Heretical - Follower This talisman grants the wearer +(wearer's WP bonus + 5%dodge but reduces Fellowship by -30.
If the wearer has Heretical - Votary, they do not suffer the Fellowship penalty from the talisman and gain an additional +(wearer‘s WP bonus + 5)damage against humans.

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Caducitus Litany

None Any hit with the wearer's single attacks inflict +1 stack of fatigued, disturbed, and perplexed for 2 rounds if the target fails an Agility test. Stacks.

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Carapace Fragment

None This item negates all energy damage dealt to the wearer, but it cannot occur more than 3 times per combat.

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Chains of Domination

None Whenever the wearer kills an enemy, they receive a stacking +5 bonus to Willpower until the end of combat.

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Chirurgeon's Manual

None This manual grants the owner +2( x TGH bonus) to Medicae.
It also grants +TGH bonus MP after using a medikit.

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Cogni-Simulacrum EF-Ultima-Octodecimum

None Grants +25 Logic.
The wearer gains the Solve Simulacrum ability that costs 3 AP and triggers a Logic test for the wielder with a -167 penalty. On success, Solve Simulacrum is removed, the Cogni-Simulacrum is destroyed, the +25 Logic bonus is lost, and the wearer permanently gains the Paradox Solved feature.
Paradox Solved: this character can use their heroic act regardless of their momentum, without spending momentum.

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Combat Manipulator

None Whenever the wearer uses a non-attacking consumable item (e.g. stimulant, medikit, etc.), it counts as an attack of a different type than the previous attack for the purposes of Versatility.

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Combi-Tool

None Grants a +10 bonus to Tech-Use.

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Commander's Chrono

None The wearer always has the highest initiative in combat.

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Commander's Notes

None Whenever the wearer uses Combat Locus, the benefits of the targeted zone are multiplied by 4 instead of being doubled.

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Cruciatum Litany

None Every wearer's single attack gains +10% damage for each negative effect on the target.

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Demolition Instructions

None The wearer gains +25 Demolition, and their area attacks with weapons deal an additional +(Demolition / 10) damage.

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Diagnostor

None Grants +15 Medicae.

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Disinfection Device

None This device grants the wielder a +15 bonus to Carouse.

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Elder Flow

The Children of Asuryan The wearer's first attack during the first round of combat costs 0 AP.
Whenever the wearer attacks an enemy and triggers an exploit with this attack, the triggered effect is calculated as if this enemy had a +1 additional exploit.

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Emerald Cherub Ring

None This ring grants the wearer a +5 bonus to Fellowship. It also increases resolve by +1.

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Empyrean Transceiver

None Whenever the wearer is targeted by an ally's ability, the wearer gains ally's FEL bonus temporary wounds.

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First Aid Manual

None Using any medikit costs -1 AP less (but no less than 0).

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Flamer Digi-Weapon

None

A marvellous compact weapon in the form of a ring that allows the wearer to fire a single Flamer Shot: Stream once per combat.

Flamer Shot: Stream:

  • (from 8-12) damage
  • 5% armour penetration
  • range
  • applies burning (4)

This attack deals (from 8 to 12) damage, has 5% armour penetration, and applies burning (4).

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Forbidden Xenos Compendium

None Grants a +10 bonus to Lore (Xenos).

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Force Field Emitter

None After using Run and Gun, the wearer gains +15% cover efficiency when in cover for 1 round.

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Gloom's Disgrace

None Whenever the wearer spends all their MP, all adjacent enemies suffer a -wearer's AGI bonusdodge penalty until the start of the wearer's next turn.

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Grimoire of Void

None This grimoire increases the chance of triggering psychic phenomena by 15%.
All warp damage dealt by its wilder is increased by +(2x WP Bonus).

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Hadd-Pattern Data-Loom

None

Grants +10 to all skills.
The wearer can reroll any failed skill test once for each test.

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Halo Device

None

The wearer gains the following:

  • +25 StrengthToughnessAgility, and Perception
  • uses Agility instead of Intelligence, Toughness instead of Willpower, and Strength instead of Fellowship
  • immunity to injuries and traumas
  • regenerates (TGH bonus / 2wounds per turn.

Whenever the wearer kills an enemy, any damage they deal is increased by +1% until the end of combat, while their Intelligence, Willpower, and Fellowship are reduced by -1 (no less than 1) until the end of combat.

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Hand of Offence

None The wearer's melee attack damage is increased by +(3 x psy rating).

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Harlequin Trinket

None Every spent AP grants +2 MP to the wearer.
Also, the wearer's movement isn't affected by threatened areas.
Whenever the wearer dodges an attack of opportunity, they gain +10 momentum.

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Heart of the Nameless

None This item increases the wielder's Lore (Xenos) by +10.
If the wearer has Iconoclast — Adherent, it increases all skills by +10 instead.

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Helbrute Horn Trophy

None The Wielder gains the Relentless Rage ability.
This ability reduces the wielder's current armour and deflection by half until the end of combat.
However, the wielder's critical damage is increased by +(2 × reduced armour)% and their melee attack damage is increased by +(2 × reduced deflection)% until the end of combat.
This ability can be used once per round, and all of its effects stack.

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Hexagramic Grace

None Grants +10 Logic, +10 Coercion, and +10 Persuasion.

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Immaterium Routing Amulet

None  Whenever the wearer uses a Navigator power, they always physically dodge the next attack by moving to a random adjacent cell.

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Imperial Scroll

None This scroll grants the owner a +15% bonus to Lore (Imperium).

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Improved Injector

None The user gains +(Carouse / 20) temporary wounds from combat stimulants.
The first use of any combat stimulant per turn costs 0 AP.

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Injection Adapter

None The user gains +(Carouse / 10) temporary wonds from combat stimulants.
Using combat stimulants costs 0 AP.

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Inquisitor's Badge of Office

None  The wearer automatically passes any Coercion tests.

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Instability Detonator

None This item grants its wearer a +5 bonus to Tech-Use.
Once per battle: can be used to immediately remove all bleeding, burning, or toxin effects from enemies in a 10-cell radius. These enemies receive (wearer's Tech-Use / 10 + 5 x (stacks of the burning, toxic, and bleeding effects on target) explosive damage (with 20% armour penetration).

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Iron Cape (Ring)

None The wearer gains +10 Agility and Fellowship.
Whenever the wearer's wounds should be decreased to 0 for the first time in combat, they are restored up to 50% of their maximum wounds instead.

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Knuckle Guard

None This knuckle guard grants the wearer a +5 bonus to Weapon Skill. It also grants any equipped melee weapons +5% armour penetration and +2 damage.

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Lady Xue's Ritual Blade

None Whenever the wearer deals damage with a melee attack to an enemy, that enemy must pass a Toughness resistance test or die immediately. It passed, they suffer an additional +AGI bonus direct damage.
All enemies of difficulty tier VI or above are immune to I this effect.

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Litany of Exhaustion

None Any hit with the wearer's single attacks inflict +1 stack of fatigued, disturbed, and perplexed for 2 rounds if the target fails an Agility test. Stacks.

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Long-Range Aim Lens

None Increases ranged attack distance by +(wearer's BS bonus / 2) cells.Luck Thickener

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Luck Thickener

None Each time the wearer uses a minor psychic power, all allies affected by this power gain +1 stack of the thick luck effect.
Thick luck allows those affected to reroll of a failed attack, dodge, or parry test and is then removed.

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Malefic Tome - Belief in the Inscrutable

Heretical - Follower

This item increases the wearer's Lore (Warp) by +25.  If the wearer has Heretical - Adherent, they and all their allies gain +20% dodge and armour, but suffer a -9% penalty to their maximum wounds.

Prerequisites: Heretical - Follower.

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Mark of the Ruler

None

A marvellous compact weapon in the form of a ring that allows the wearer to fire a single Laser Shot once per combat. 

Laser Shot:

  • (from 8 to 10) damage
  • 10% armour penetration
  • 4 range
  • 100% overpenetration

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Martyr's Penance

None The wearer can make an inferno pistol shot at short range once per combat. That shot deals (from 10 to 14) damage and has 40% armour penetration.

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Melta Ring

None A ring weapon that fires a single melta shot.
Can only be used once per combat.
This attack deals (from 10 to 14) damage and has 40% armour penetration.

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Metronome

None If the wearer didn't spend MP during their turn, they gain +10 to all their characteristics next turn.

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Military Combi-Tool

None Whenever the wearer uses a non-attacking consumable item (e.g. stimulant, medikit, etc.), it counts as an attack of a different type than the previous attack for the purposes of Versatility. Also, this combi-tool grants a 50% chance that a consumable item will not be spent when used.

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Mysterious Sliver

None Whenever the wearer uses a major psychic power, they gain +(10 + 2 × WP bonus)% to all psychic power damage until the end of their next turn.

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Mystic Ward

None At the start of every combat, the wearer's allies gain +1 deflection equal to the wearer's psy rating.
Whenever an ally suffers any damage and loses non-temporary wounds, this effect is removed from that ally.

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Needle Ring

None A ring weapon that fires a single sliver needle coated with viral toxin (5).
Can only be used once per combat.
This attack deals (from 1 to 3) damage and has 30% armour penetration.

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Notes on Weaknesses

None The wearer gains a permanent +(lethality / 10) (rounded down) bonus to direct damage. This bonus is doubled if the wearer's attack triggers an opening.

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Omnispex

None Whenever the wearer targets 3 or more enemies with one attack, those targets suffer -(INT bonus X amount of targeted enemies)% armour until the end of combat.

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Pair Holster

None Whenever the wearer scores a critical hit with a pistol, the next attack with a pistol costs 0 AP.

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Peculiar Trinket

None At the start of the wearer's turn, they gain (2 × equipped armour deflection) temporary wounds. When the wearer's wounds drop to 0, they fall prone, and gain 10% of their maximum wounds as temporary wounds. The wearer becomes the priority target of adjacent enemies. While prone, if the wearer has no other allies with more than 0 wounds, they and their allies die.
On the wearer's next turn, they regain 30% of their wounds if they still have temporary wounds.
This effect activates only once per round.

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Plasma Ring

None A ring weapon that fires a single plasma shot.
Can only be used once per combat.
This attack deals (from 30 to 45) damage and has 50% armour penetration.

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Portable Cogitator

None This cogitator grants the owner a +10 bonus to Logic.

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Portable Deflector

None The wearer always auto-dodges the first hit from each attacker on the battlefield.

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Portative Manipulator

None Using reload for any weapon costs - 1 AP less. (Minimum 0)

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Precinct Vox-Relay

None If an ally under the effect of the wearer's Bring It Down! ability successfully hits an enemy with an attack or targets them with an ability, the wearer gains +1 Fellowship and Willpower until the end of combat for each different enemy hit or targeted.

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Prey Scanner

None At the start of combat, inflicts the prey status on the enemy with the highest difficulty tier without spending a charge of Hunt Down the Prey and grants a double Hunt Down the Prey bonus for its kill.

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Provocative Emitter

None Whenever the wearer dodges an attack, they become a priority target for the attacker until the wearer's next turn.

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Relic Silencer

None The wearer does not lose the Elusive effect if they attack from cover.

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Rosary of Defence

None The wearer gains a (number of unyielding beacon stacks)% chance to ignore any incoming damage.

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Saint Cognatius's Ostensorium

None Whenever the wearer suffers an attack from a daemon or warp damage, they inflict burning (8) to all adjacent enemies.
All burning effects inflicted by the wearer deal double damage if they target daemons or psykers.

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Saint Cognatius's Scriptures

None Grants +20 Lore (Imperium).
The wearer can use Lore (Imperium) during skill tests instead of any other Lore skill, Persuasion, or Coercion.
Also, they can reroll a failed test once per test.

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Saint Cognatius's Relic

None Wielder gains a +5% chance to reduce incoming warp damage by half for each point of deflection.

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Scarlet Signet of the Inquisition

None

The wearer gains +25 Persuasion and the Inquisitor's  Decree ability that can be used once per combat.
Inquisitor’s Decree grants:

  • +30 momentum
  • Burning, bleeding, and toxin effects are removed from all allies
  • All allies gain +(wearer's Persuasion / 7) temporary wounds and +(wearer's Persuasion / 7)% armour until the end of combat

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Seal of the Purifier

None Every time when more than 2 targets are damaged by the wielder's area attack, the Wielder gains +resolve momentum.

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Shadow Field

None At the beginning of the combat, the wearer gains the shadow field effect. While under this effect, the wearer counts as being in a full cover against all ranged attacks. The effect is lost when the wearer is hit by a ranged attack and suffers damage from it.

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Shard of Bloodstone

None At the beginning of the holder's turn, all enemies in a 3-cell radius gain +1 stack of bleeding for each common effect on this enemy.

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Shifting Combi-Tool

None Grants +20 to Tech-Use.

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Signet Ring

None Grants +10 to Persuasion.

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Sinew-Weave Ring

None Grants the wearer +5% critical hit chance and +5 Weapon Skill, but reduces parry by -5%.

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Sinister Diary

None Grants a +20 bonus to Lore (Warp) and a -10 penalty to Willpower resistance tests.

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Spirit Drape

None The wearer's non-attack psychic powers cost -1 AP less during the wearer's first turn in combat.

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Stimulant Injector

None This item reduces wounds by -10%, yet increases critical hit chance by +(3 x TGH bonus)%.

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Stinger Ring

None Fires a single stinger pod shot that deals 12-21 damage and has 100% armour penetration. The target must pass a Toughness resistance test or become stunned for 1 round.
  • Can only be used once per combat

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Strange Shard

None Grants +10 Lore (Warp) and +15 Lore (Xenos).

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Tainted Phylactery

None The Wielder gains +(Lore (Xenos) / 3)% critical hit chance against xenos.

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Target Designator

None Whenever the wearer hits an enemy with a deadeye shot, it reduces the enemy's deflection by -1 and applies +1 exploit until the end of combat. Stacks up to 3 times.

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Tesla Ring

None A ring weapon that fires a single tesla shot.
Can only be used once per combat.
This attack deals (from 25 to 35) damage and has 30% armour penetration.

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Theodora's Rosary

None The Wearer of this amulet gains a +10 bonus to Commerce and Lore (Imperium).

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Tome of Excess

None Grants +10 to Lore (Warp), but the wielder suffers +(Lore (Warp) / 3)% more damage from psychic and Navigator powers.

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Traitor's Ring

None

A ring weapon that fires a single liquefier shot.
Can only be used once per combat.
Contaminates a 3-cell radius area, which inflicts 10 toxic damage and applies melting every turn.

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Trampled Cult Banner

None

Enemies that are targeted by the wearer's psychic abilities must pass a Willpower resistance test with a ~15 penalty or suffer bleeding (10) and blinded.

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Transonic Emitter

None

Whenever the wearer attacks any target in a 5-cell radius around them with a ranged weapon, this attack deals (10 + armour penetration / 3)% more damage.

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Untuning Combi-Tool

None This item grants its owner a +25 bonus to Tech-Use.
If the owner has medium or heavy armour equipped, at the start of their first turn in combat, they gain +(Tech- Use / 10)% armour.

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Vid-Capture Relay

None Whenever the wearer's ally is under the effect of the Joint Analysis ability hits a target with an exploit, the wearer gains +5 Perception.

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Vigilance

None

A marvellous compact weapon in the form of a ring that allows the wearer to use Melta Scorching (area attack) once per combat.

Melta Scorching (Area Attack):

  • 10-14 damage
  • 50% armour penetration
  • 8 range

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Volition Inhibitor

None

When the wearer uses Controlled Shot, any enemies adjacent to the wearer's allies suffer a -30% penalty to dodge against the wearer's next attack.

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Warp Reflex Ring

None

After triggering a psychic phenomenon or perils of the warp, the wearer immediately gains an extra turn with 0 MP and (psy rating / 2) (minimum 1) AP.

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Warp Surge Brooch

None On the first round of combat, the wearer gains a number of additional attacks equal to their psy rating.

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White Signet of the Inquisition

None The wearer gains +15 Persuasion and the Inquisitor's Command ability that can be used once per combat.
Inquisitor's Command grants:
  • +20 momentum
  • Burning, bleeding and toxin effects are removed from all allies in a 5-cell radius
  • All allies in a 5-cell radius gain +(wearer's Persuasion / 7) temporary wounds



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