The Blue Arrow Crew
The rules for Acquisitions are a little tricky, and here is a short guide to understand them.
1. (Optional) Make an opposed Commerce test vs the group you are acquiring an item from.
For every Degree of Success you score, increase the Profit Factor for this Acquisition by 2. This test can benefit from Assistance and the Captains Exceptional Leader ability.
2. Determine the total Acquisition modifier based on the Items Availability, Scale and Quality
For example, a single (negligible scale) Heavy Bolter (very rare availability) of Best Craftsmanship would be +30 -20 -30 = -20 total modifier.
3. Make the test, rolling vs the groups Profit Facor using modifiers from step 1 and 2.
For example, if the dynasty’s Profit Factor is 40, and the Explorer won the Opposed test by 3 Degrees, his chance of acquiring the Heavy Bolter from the previous example would be 26: PF 40 + 6 from Commerce test and -20 from Acquisition modifiers.
Combined Acquisition modifier table
Quick reference table of Acquisition modifiers. See below for details.
|Scarce||+0||Company||Common||Essential = 0SP|
|(200)||Supplemental = 1SP|
|Rare||-10||Battalion||Good||Essential = 1SP|
|(1,000)||Supplemental = 2SP|
|Very Rare||-20||Regiment||Best||Essential = 2SP|
|(5,000)||Supplemental = 3SP|
|Extremely Rare||-30||Division||Essential = 3SP|
|(15,000)||Supplemental = 4SP|
|Near Unique||-50||Corps||Essential = 4SP|
|(50,000)||Supplemental = 5SP|
|Unique||-70||Army||Essential = 5SP|
|(100,000)||Supplemental = 6SP|
For personal weapons, armour and gear, the Acquisition modifiers are as follows. These items Availability can be found in Chapter V, The Armoury.
See further down for Vehicles, Starships and Starship components.
|Very Rare||-20||Heavy Bolter|
|Extremely Rare||-30||Digital Weapon|
|Near Unique||-50||Tempest Bolt Shells|
|Unique||-70||Archeotech Power Armour|
|Poor||+10||Corpse Starch Ration Pack|
|Good||-10||Finely Crafted, Forge World Bolter|
|Best||-30||Exquisite Power Sword with Noble Family Crest|
For Vehicles, add a -10 modifier to Scale. So a single Guncutter would have a Trivial +20 Scale instead of Negligible +30.
Starship hulls have no Scale or Craftsmanship modifiers, and use the hulls Ship Points rating as the total penalty to the acquisition test.
For Starships components, their availability is listed in table 8-8:
|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 SP||Very Rare|
|Archeotech Components||Extremely Rare|
|Xenotech Components||Near Unique|
Also different Scales apply, as shown below.
|War (macrobatteries, lances, torpedoes)||–30|
|Etheric (auspex, vox-networks, communications)||–20|
|Power (warp drive, generatorium, void-shields)||–10|
|Structure (holds, observatories, armour,special structures)1||+0|
1 If a component does not obviously fall into any one category then it
should use the Modifier for Structure.