Crafting Guide

In order to begin crafting, you must have the materials for the item in question. To determine the Availability of the materials, add 30 to the Availability of the final product, ignoring Quality. Some materials may have additional modifiers for their availability, while others may be considered freely-available.

Choose a Quality

The difficulty of the skill tests involved in crafting are determined by the unmodified Availability of the item and the Quality level you intend. This is functionally identical to the base Availability of the item, adjusted for Quality level.

Any species bonuses the crafter has for this item's Availability also applies, such as an Ork Mek building a power klaw, but only to the difficulty of the tests involved.

Choose a Work Speed

You can choose to work carefully, normally, or hastily. Working carefully provides a bonus to the skill test in return for potentially taking longer, while working hastily imposes a penalty on the skill test while possibly progressing faster.

Items with a base Availability below Average can only be worked on at normal Speed, but also take no more than a single day for each step. Achieving more than one Degrees of Success on a single day can result in producing multiple items at once, as outlined in the table below.

Note: You can choose a different work Speed at every crafting step.

Start Crafting

The crafting process consists of individual steps. Every step, choose a work Speed and make a crafting skill test with a difficulty determined by the item Availability, intended Quality, and selected Speed. Add the Degree(s) of Success on the test to the item's total, which starts at zero, then determine the number of days this step took based upon the current work Speed.

Degree(s) of Failure are instead subtracted. A test which fails by more degrees than the crafter's Intelligence Bonus also results in 50% of the materials being ruined. If the item is more than 50% complete when this occurs, reduce its progress to 50% instead of subtracting the DoF.

If the item's total DoS equals or exceeds the required DoS, based on the table below, then crafting is complete and the item is available for use. Excessive DoS may be applied to other items of equivalent difficulty. However, if the total falls to -5, then all of the materials are ruined.

Quality Ubiquitous Abundant Plentiful Common Average Scarce Rare Very Rare Extremely Rare Near Unique Unique
Poor +50 +40 +30 +20 +10 +0 -10 -20 -30 -40 -60
Common +40 +30 +20 +10 +0 -10 -20 -30 -40 -50 -70
Good +20 +10 +0 -10 -20 -30 -40 -50 -60 -70 -90
Best +10 +0 -10 -20 -30 -40 -50 -60 -70 -80 -100
Required DoS 1 1 1 1 2 4 6 8 16 24 32
# Produced 8×DoS 4×DoS 2×DoS DoS DoS÷2 DoS÷4 1 1 1 1 1
Speed Modifier Days/Step Days/Step (Weapon)
Careful +10 2d5 3d5
Normal +0 1d5 2d5
Rushed -20 1d3 2d3


Any crafting done on a vehicle or vehicle component requires 10 times as many degrees of success as normal. The only exception to this are vehicle-mounted weapons that are identical to man-portable weapons, such as a lascannon or heavy bolter affixed to a leman russ tank.


It is possible to upgrade an item's Quality one step at a time, moving from Poor to Common, Common to Good, or Good to Best. This process is performed in the same way as crafting an item from scratch, using the upgraded item as the final product and the current version as materials. Rather than beginning with a total DoS of zero, however, the item being improved starts 25% complete, rounded down.

Once an upgrade attempt has begun, the item in question is considered inoperable until crafting is finished.


Items can also be disassembled, rendering them into their constituent materials. This allows a crafter to immediately begin work on a high-Quality version without first progressing through each prior tier of Quality. Disassembled items can also be reassembled into different, yet sufficiently similar ones - such as converting a Lasgun into a Lascarbine.

Disassembling an item requires only 50% of the DoS it would take to craft it, with crafting skill tests also receiving a +20 bonus. The rules concerning the potential destruction of materials still apply.

Special Rules : Conceptual Crafting

Certain types of crafting never require an Acquisition Test for materials. For example, a character with Trade (Cryptographer) does not require anything to begin working on a new cipher, save perhaps a writing implement. Likewise, someone with Tech-Use who decides to make a set of protocols for a servitor needs only a cogitator with an inscriber and a blank data wafer.

These types of crafting, which rely more on prolonged mental effort than any physical assembly, have the process of working on the end product factored into their crafting time. When calculating the number of days needed by a conceptual crafter at each crafting step, roll one more than the usual number of dice (ie. if working Carefully, roll 3d5). Additionally, such characters need not worry about losing materials; instead, failing a Crafting Skill Test by more degrees than their Intelligence Bonus only means that 50% of the current progress is lost, with the character being immediately able to resume work.

Special Rules : Trade (Bonesinger)

As they fashion materials from raw warp-stuff, Bonesingers use the conceptual crafting rules.

However, Bonesingers have difficulty working their craft while travelling through the Immaterium. To try and pierce the Gellar Field for the purpose of shaping wraithbone is the Empyrean equivalent of drilling a hole in your submarine to get a drink of water. New wraithbone items cannot be produced when travelling through the Warp, while attempts at Upgrading wraithbone items suffer a -20 penalty.

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