Appendix 2 - Consumer Guide =========================== A2.1 Introduction =-=-=-=-=-=-=-=-=- Money, it was said toward the end of the second millenium, makes the world go round. In the fortieth millenium, it may not make the galaxy go round per se, but it certainly helps. The standard currency throughout the galaxy is the Credit ('cred'). Every race uses it except for the obvious ones, such as the Orks and Eldar. They use their own currency (Orks are said to use teeth!) and are quite independent from Imperial trade (as is expected!). The Squat homeworlds used to have their own currency but this proved a disadvantage when they wanted to trade with Imperial worlds, such that now they adopt the same credit system ensuring that their merchant ships can compete on level terms with the Imperium. The credit system is mostly decimalised in that an item, for example, might cost 1.25 creds. In cases of very small fractions, a more convenient unit called the 'corona' is used, equal to 1/1000th of a Credit (so that 0.005 creds = 5 coronas). In the Warhammer 40,000 galaxy, the players must find ways of making money. All equipment costs and the sophisticated items are quite expensive. Each round of ammunition costs money and there's only so much a character can take from a dead enemy because his ammo might not fit his weapon! Even some conventional rounds might be larger or smaller so they might not fit a shotgun for example. [There's nothing more frustrating than having a group of adventurers stop to take the ammunition from a vanquished foe. If the players overdo this, just say the shells or power packs are of a different make (unless they're desperate). Obviously, the chances are it *will* be a different make.] A2.2 The Adeptus Monetorum =-=-=-=-=-=-=-=-=-=-=-=-=-= The Adeptus Monetorum is the branch of the Imperial organisation that deals with all things fiscal, from regulating the value of the Credit to collecting tithes from Imperial worlds all over the Galaxy. While the Office of Imperial Outlays keeps a check on Imperial spending, the Office of Imperial Tithes makes sure all Imperial worlds pay their financial dues. Anyone consistently not paying their tithes earns a visit by first an Inquisitor and, if heresy is discovered, a cluster of Space Marines or one of the covert agents of the Officio Assassinorum. The Adeptus Monetorum is ruled over by one of those non-permanent High Lords of Terra, the Chancellor of the Imperial Fortune, or simply the Chancellor. As such, the Adeptus Monetorum is known more commonly as the Chancellory or, alternately, the Treasury. The Treasury keeps a firm grip on the Imperial purse strings, regulating all aspects from the minting of the Imperial visage of his Most Benificent Emperor to the control of the plasteel cards used to electronically carry large amounts of money. The main minting location of the Imperial coinage is, of course, Terra, the base of the Treasury. Other lesser worlds are given the privilege of minting it. The electronic cards used alternately are manufactured on many worlds, and can be charged at the bank of virtually any civilised Imperial world. They are redeemable at many shops on such worlds, though not all. Of course, not all Imperial worlds use purely the Credit as coinage. Many also locally mint their own, custom currencies. Often the two can co-exist, and the Chancellory chafes but lets things lie as long as the Imperial tithes continue to flow in. Those worlds that cease to accept the Imperial coinage are deemed to have committed the Heresy of ceceding from the Emperors light, and therefore marked for Inquisitorial attention. A2.3 Living Costs =-=-=-=-=-=-=-=-=- Each character must spend at least 3 to 6 creds a day to live healthily, 3 creds being the absolute minimum. Food and drink is not plentiful on some planets, the hive worlds for example measure food and wealth by how high up the hive you are. If you are in the lower levels food and drink will be less available because everything has to be recycled again and again and again, even the air has to be recycled. Clean, breathable, drinkable and edible supplies will be that much harder to acquire. A2.4 The Consumer Guide =-=-=-=-=-=-=-=-=-=-=-=- The all-important consumer guide. Most important of all in here for the PCs will be the weapons! The more powerful a firearm is, generally the more it will cost. Money is extremely important in the game as ammunition costs. All prices are in Credits. A2.4.1 Hand-to-Hand Weapons ---------------------------- +--------------+--------+----------------+ | Type | Cost | Availability | +--------------+--------+----------------+ | Knife | 5 | Plentiful | | Muzzle-Blade | 5 | Plentiful | | Sword | 10 | Plentiful | | Chainsword | 50 | Average | | Power Axe | 100 | Scarce | | Power Sword | 100 | Rare | | Power Glove | 300 | Very Rare | +--------------+--------+----------------+ A2.4.2 Guns ------------ Guns are relatively cheap in the 41st millennium, and plentiful at the same time. +-------------------+--------+----------------+ | Type | Cost | Availability | +-------------------+--------+----------------+ | Handbow | 10 | Plentiful | | Stub gun | 10 | Plentiful | | Shotgun | 30 | Plentiful | | Las pistol | 20 | Common | | Autopistol | 20 | Plentiful | | Autogun | 30 | Plentiful | | Bolt pistol | 30 | Common | | Bolt gun | 60 | Average | | Flamer | 60 | Average | | Hand Flamer | 40 | Average | | Las gun | 35 | Average | | Needle gun | 100 | Rare | | Needle pistol | 60 | Rare | | Plasma gun | 150 | Rare | | Plasma pistol | 60 | Rare | | Shuriken Catapult | 300 | Very Rare | | Shuriken pistol | 150 | Very Rare | | Melta gun | 130 | Rare | | Web Gun | 80 | Rare | +-------------------+--------+----------------+ A2.4.3 Heavy Weapons --------------------- Only those in the military, i.e. the Adeptus organisations, will have access to these weapons. Others may come across them, if they pay the right price... +-------------------+--------+----------------+ | Type | Cost | Availability | +-------------------+--------+----------------+ | Heavy Stubber | 200 | Average | | Grenade Launcher | 180 | Average | | Heavy Bolter | 400 | Scarce | | Autocannon | 1000 | Scarce | | Heavy Web Gun | 800 | Very Rare | | Missile Launcher | 850 | Average | | Multi-Melta | 1500 | Very Rare | | Heavy Plasma Gun | 800 | Very Rare | | Shuriken Cannon | 1000 | Very Rare | | Lascannon | 1000 | Very Rare | +-------------------+--------+----------------+ A2.4.4 Ammunition ------------------ +--------------------------------+-------------------+----------------+ | Type | Cost | Availability | +--------------------------------+-------------------+----------------+ | Handbow arrows | 1 per 10 arrows | Common | | Bolt gun ammo | 1 per bolt | Average | | Conventional ammo (shotgun) | 1 per 5 rounds | Plentiful | | Armour-Piercing ammo (shotgun) | 3 per round | Very Rare | | Flechette ammo (shotgun) | 2 per round | Very Rare | | Explosive ammo (shotgun) | 3 per round | Very Rare | | Flamer chemical canister | 10 per canister | Rare | | Needler chemical canister | 20 per canister | Very Rare | | Power Pack | 15 per pack | Average | | Shuriken disc ammo | 1 per disc | Very Rare | | Web chemical canister | 25 per canister | Very Rare | | Dum-dum bullets (Stub gun) | 5 per 10 rounds | Rare | +--------------------------------+-------------------+----------------+ A2.4.5 Grenades ---------------- +------------------------+------------------+----------------+ | Type | Cost | Availability | +------------------------+------------------+----------------+ | Blind | 5 per grenade | Scarce | | Choke Gas | 12 per grenade | Scarce | | Krak | 35 per grenade | Rare | | Frag | 30 per grenade | Common | | Hallucinogen Gas | 15 per grenade | Scarce | | Haywire | 50 per grenade | Very Rare | | Melta-Bomb | 30 per grenade | Very Rare | | Photon Flash Flare | 20 per grenade | Rare | | Plasma | 25 per grenade | Very Rare | | Radiation | 30 per grenade | Very Rare | | Scare Gas | 5 per grenade | Scarce | | Smoke | 5 per grenade | Average | | Toxin Gas | 100 per grenade | Very Rare | +------------------------+------------------+----------------+ A2.4.6 Missiles ---------------- Missile use outside the military is not common but some manage to get their hands on them. Outside the proper circles (military or terrorist) treat missiles as one extra grade of rarity higher. Well connected organisations may lower it by one level. +-------------+------------------+----------------+ | Type | Cost | Availability | +-------------+------------------+----------------+ | Krak | 100 per missile | Rare | | Frag | 40 per missile | Scarce | | Melta-Bomb | 150 per missile | Very Rare | | Plasma | 120 per missile | Very Rare | +-------------+------------------+----------------+ A2.4.7 Armour & Force Field Devices ------------------------------------ Note that Power Armour cannot be bought, anywhere, for any price, except in highly exceptional circumstances. It is created for Space Marines only, and even if it could be bought, it would be useless without the extra implants of a Space Marine. The same is especially true of Tactical Dreadnought armour, aka. the Terminator suits used by the Space Marine elite. +------------------------------------+------+----------------+-------+ | Type | Cost | Availability | APs | +------------------------------------+------+----------------+-------+ | Carapace suit | 250 | Scarce | 3/4 | | Carapace breastplate | 50 | Rare | 3/4 | | Carapace backplate | 50 | Rare | 3/4 | | Carapace helmet | 35 | Scarce | 3/4 | | Carapace helmet with Photo | 60 | Rare | 3/4 | | Visor & Communicator ** | | | | | Flak suit | 60 | Plentiful | 2 | | Flak vest | 20 | Plentiful | 2 | | Flak helmet | 15 | Common | 2 | | Mesh suit | 165 | Rare | 2/3 | | Mesh vest | 40 | Rare | 2/3 | | Mesh helmet | 30 | Rare | 2/3 | | Full Plate suit | 75 | Rare | 2 | | Refractor Field | 200 | Rare | spec. | | Conversion Field | 400 | Very Rare | spec. | | Displacer Field | 700 | Very Rare | spec. | +------------------------------------+------+----------------+-------+ A2.4.8 Equipment ----------------- +-------------------------+-------+----------------+ | Type | Cost | Availability | +-------------------------+-------+----------------+ | Auto-Senses | 350 | Very Rare | | Bionic Arm | 500 | Scarce | | Bionic Eye | spec. | Rare | | Bionic Leg | 600 | Scarce | | Cameleoline Cloak | 350 | Very Rare | | Combat Drugs | 250 | Rare | | Communicator | 10 | Average | | Electroscope | 200 | Rare | | Immune | 600 | Very Rare | | Infra-Visor | 30 | Scarce | | Lobo-chip | 80 | Rare | | Medi-Pack | 75 | Average | | Photochromatic Visor | 40 | Scarce | | Photochromatic Lenses | 75 | Very Rare | | Rad Counter | 50 | Scarce | | Respirator | 30 | Average | | Scanner | 50 | Scarce | | Sealed Suit | 75 | Average | | Skull chip | 140 | Rare | | Suspensor | 30 | Rare | | Targeter | 125 | Rare | | Web Solvent Canister | 50 | Very Rare | | Nutri-Tab (pack of 20) | 50 | Scarce | +-------------------------+-------+----------------+ A2.4.9 Drugs ------------- These are just some of the drugs available in the Imperium. As you can see a lot of money can be made in illegal drug dealing, so PCs might want to do a bit at some point just to get some extra cash. +--------+------+----------------+ | Type | Cost | Availability | +--------+------+----------------+ | Blitz | 50 | Common | | Doze | 15 | Common | | Stimm | 75 | Common | | Spook | 100 | Scarce | +--------+------+----------------+ A2.4.10 Availability --------------------- The availability of weapons and equipment greatly depends on the technological status of the planet and, to a certain extent, its population. For ease of game-play the availability will be judged by a planet's technology level rather than its population, and then it can be up to you as GM whether the item is available. +---------------+-------------+----------+--------------+ | Medieval & | Industrial | Hive | Agricultural | | Feral Worlds | Worlds | Worlds | Worlds | +-------------+---------------+-------------+----------+--------------+ | Very Rare | 0% | 15% | 20% | 5% | | Rare | 0% | 20% | 25% | 10% | | Scarce | 0% | 25% | 30% | 15% | | Average | 1% | 50% | 50% | 40% | | Common | 3% | 75% | 75% | 60% | | Plentiful | 5% | 100% | 100% | 75% | +-------------+---------------+-------------+----------+--------------+ Please note that swords and knives will be 100% plentiful on medieval and feral worlds. Other items should be left at the GM's discretion as there might be a small Imperial outpost on some of these worlds with the items in question. For example, on the hive world of Necromunda, there are trading posts run by Guilders where Hive City inhabitants may purchase items. Prices particular to Necromunda may be found in that volume.