Monday, January 21, 2019

Dark Heresy 2: Malice Overhaul Part 1

Dark Heresy 2.1: Malice Fan Overhaul Part 1

Dark Heresy 2: Malice Fan Overhaul
By Kadoken/Masque and Tanta Formidda
This overhaul is a compilation of changes, expansions, and clarifications to Dark Heresy 2E.

For this fan overhaul, one needs the Dark Heresy 2E core rulebook to use it. Unless the specified change is in this fan patch changelog, then consult the core rulebook for play. Unless noted in the overhaul, the rules are the same as in the book.

Big Disclaimer: I am not endorsed by Ullysies Spiele, Fantasy Flight Games, or Games Workshop. Do not try to sell this. Do not try to copy this as your own.

Fully Updated Reformatted Word File That Is Up to Date as of 1/26/20

Hey I split this into five parts because of Blogger acting weird with its size.




The blog is the most up to date version. In conflicts or missing parts between doc and blog, always choose the blog as the final authority between the two.




Index (For Formatted Document Cross Checkers)
2 Index
3 Part Layout
4 Playing the Game Changes/Clarifications
5 Character Creation
6 New Homeworlds
9 New Backgrounds
14 New Roles
17 Skill Changes/Clarifications
18 Other Character Creation and Development Changes
20 Skill Changes
21 Talent Clarifications, Lethal Weapon, Clarifications
25 Armoury, Monetary System
26 Finding Values of Equipment, DH1E Armory Pages, Requisition Tests vs Currency, Currency
27 Wages, Selling Items, Trading Items
28 Trade-Ins and Commerce, Influence Changes, Requisition Test Availability, Item Quality and Req Tests
29 Rank Privileges
30 Weapons and Weapons Quality Changes
32 Ranged Weapons and Engaged Use, Reach, Single Fire Capability, Two-Handed Damage Boost
30 Generalized Weapon Changes
33 Ammo
34 Generalized Weapon Changes
35 Weapon Damage and Profile Changes
36 New Melee Weapons
38 New Ranged Weaponry
40 Unarmed, Fighting Gear
42 Fight Gear Sets
45 Mines and Triggered Explosives
48 Modification/Quality Changes
50 Gear
52 Drugs and Consumables
54 Tools Additions and Changes
61 Psychic Powers
63 Structured Time, Cover System Changes
65 Area of Engagement
68 Righteous Fury and Character Creation, Flame, Grappling Clarifications
69 New/Clarified Actions Types
70 Overwatch Changes/Clarifications
71 Reactions Changes
72 Engaged use of Ranged Weaponry and Shooting at a Vehicle Crew, Unarmed Changes
73 Movement Changes/Clarifications
74 Difficult Terrain Falling Damage
75 Grapnel and Line Clarifications/Changes
76 Chase Rules
79 Driving Chases and Fear Clarifications
80 Misc Fatigue, Doors, Carrying, Suicidal Actions

81 Narrative Tools, Presentation, Group Rolls, Assisting Strength Tests, Mutations Changes
82 NPCs and Adversaries, Troops and Righteous Fury, Comrade System, Grouped Units
83 NPCs Corruption Array, Burning Fate Changes
84. Splat Changes Enemies Within, Without, Beyond

PART 1:
Playing the Game Changes and Clarifications, Character Creation, Aptitude Change
PART 2:
Skill Changes and Clarifications, Talent Changes and Clarifications, Armoury Changes and Clarifications: Monetary System, Influence Changes, Rank Privileges, Weapons Changes, New Weapons, Unarmed, Fighting Gear, Mine and Triggered Variants of Explosives, Modification and Qualities Changes, Drugs and Consumables
PART 3:
Tools additions and changes, Cybernetics, Psychic Powers, Structured Time: Combat, Reactions, Grappling Changes, Unarmed, New/Clarified Action Types, Grappling Changes, Stun Changes, Shooting into Combat Personal Rule, Engagement Clarification, Shooting in an out of Combat Actual Rules, Obstructed View Combat Rule, Cover System Changes/Clarifications, Shooting and Vehicle Crew, Air Vehicle Jink Penalty, Engagement Changes and the Area of Engagement, Overwatch Changes and Clarifications, Flame, Movement Changes and Clarifications: Difficult Terrain, Climbing, Falling.
PART 4:
Grapnel and Line Changes/Clarifications, Chase Rules, Fear Clarifications, Dropping Shit, Fervour Mechanic, Misc Rules: Fatigue, Succumbing, Doors, Carrying, Suicidal Actions; Narrative Tools: presentation, group rolls,  mutation changes, NPCs and Adversaries, Comrade system; NPCs: Corruption Array
PART 5:
Splat changes: Enemies Within, Without (Flyer/Skimmer changes), Beyond, Alternate Optional Damage Mod, Narrative Fluff
(As a rule, any homebrew stuff found in the Dark Heresy: Malice blog is included in this fan patch like the felinid character creation, the Hot Shot Volley Gun, etc.)
(Errata changes are also valid in this overhaul UNLESS a part of this overhaul already replaces the changes they made.)
Playing the Game Changes and Clarifications

Opposed Tests:
  • Opposed Degrees of Success In an opposed test, the losing character's test lowers the winning character's test by the DoS of the loser's test. IE, if a heretic gains 3DoS on a grappling check, but an acolyte gains 4DoS on opposing that check, then the acolyte would have 1DoS at the end.
  • Opposed Degrees of Failure When a character in an opposed test fails their test, the DoS of that failing character counts as 0DoS. IE, the same heretic tries a grappling action again and gains 3 DoF on their test while the acolyte gained 2 DoS. The Acolyte still only receives 2 DoS on their test.

Re-rolls Rule:


If a player decides to re-roll a test, they must commit to re-roll results. If a re-roll is done then the first roll is invalid. Choosing to reroll accepts the re-roll's results. Exceptions to this are talents, weapon qualities, and special abilities that specify the choice that one could take the higher roll or the lower roll such as the tearing quality.



General Clarification of Weapon Profile Format
The Use of SB in Damage Profiles: When the overhaul has "SB" as part of a weapon's damage profile, do not add another strength bonus. "SB" (like in the case of 1d10-1+SB Pen 0) is to represent the core rulebook's rule of addition of Strength Bonus to melee weapon damage (and for a 33 Strength character, you would just total 1d10-1+3 and not 1d10-1+3+3). I just do it as a rule. However, when it is on something that didn't have SB, like bows do now, then add it. Weapons with "SBx2" in their profile work like Power Fists do and double up on Strength Bonus.



Character Creation

  • Character Creation Aptitude Changing Change out one role aptitude for another at character creation. This is limited to exchanging only one for another at character creation.
  • Ingame Aptitude Changing Costs 1500 XP. Change aptitude from one to another for an existing character. Discounts based on character history and achievements can be given.
  • Character Creation Sanctioned Psyker Start Costs 1000 XP. Begin as a sanctioned psyker with any homeworld, background, and role.
  • Ingame Psyker Sanctioning Become sanctioned in gameplay for 1000 XP. This requires 1d5 years of training and will take a character from play until that time is done. 







Homeworlds
Home World - Cohort World
"I'm doing my part!" -246010-200111-Lans, Krieger 
The Imperial Guard is quite possibly the most vast organization in the galaxy. It has an insatiable need for soldiers to prosecute the countless campaigns against Mankind's numberless enemies. These soldiers are generally drawn from the Tithes from almost every world in the Imperium. While most worlds export numerous goods in addition to any Guardsmen, some worlds, such as the infamous Krieg, specialize in producing soldiers as their primary tithe. People from these worlds are trained from early childhood to fight against

any who would deny Mankind its destiny.

Characteristic Modifier
+Strength
+Weapon Skill
-Perception

Fate Threshold
3 (Emperor's Blessing 5+)

Home World Bonus
Death to the Enemies of Mankind - When fighting an enemy who he has the hatred talent against, a character from a cohort world treats all of his weapons as if they have the Proven (X), where X is equal to half of his Weapon Skill Bonus rounded up, or increases the Proven Quality by 1 if it already has it. 

Krieg Alternate Bonus
Nameless, Faceless, Selfless - Conditioned from birth to die in service to the Imperium, those from Krieg care nothing for their own lives. When forced to make Fear or Pinning Tests, they ignore any penalties, treating it as a +0 test before any positive modifiers.

Homeworld Aptitude
Offense

Wounds
9+1d5





Homeworld: Fortress World
"These colours don't run from cold, bloody war!" -Jus Latian, dying Cadian Standard Bearer
Fortress Worlds are those imperial worlds that are under constant attack. Whether their foe is Xenos, Demons, or Heretics, one thing is certain- a human born on a fortress world has never known peace. Raised from young childhood to defend their homes, such men and women are among the hardiest the Imperium can muster.

Characteristic Modifiers:
+Toughness
+Willpower
-Agility

Fate Threshold
3 (Emperor's blessing + 7)

Home World Bonus- Hold the Line!
Whenever a fortress world character uses the Terrify special use of the command skill, he counts as having the Fear (2) Trait. In addition, whenever a Fortress world character must roll to resists pinning or fear while under the effects of the Inspire special use of the Command skill as a War Cry or Rousing Speech, he gains an additional +10.

Home World Aptitude
Defense

Wounds
10+1d5





Homeworld: Imperial World
"Blessed is the mind too small for doubt." -Thought for the Day
A blanket classification for the vast bulk of planets under the dominion of the Imperium, they are generally more technologically advanced than a Feudal World, but perhaps less mechanistic than a forge world. They generally more peaceful than a frontier world, but not as idyllic as a garden world. They produce more food and goods than a death world, but not as much as an agri-world. In short, they occupy every position between the extremes, and for that their citizens constantly thank the God-Emperor.

Characteristic Modifiers:
+Fellowship
+Willpower
-Strength

Fate Threshold
3 (Emperor's blessing + 4)

Home World Bonus - Blessed Ignorance
Whenever a character from an Imperial World would gain Corruption, he gains half of that amount instead, rounded up. This benefit is lost if the character has 1 or more ranks in any forbidden knowledge skills related to the cause of corruption.

Homeworld Aptitude
Social

Wounds
7+1d5




Backgrounds
Background: Death Cult
"Welcome to the everlasting danse, sacrifice" -Sister Atalia before skewering her next victim.
A member of one of the numerous cults that make death their obsession and object of religious devotion. They excel at bloodshed, and are capable of tracking their targets under the most punishing of circumstances. A dark shadow of the more mainstream sects of the Imperial Cult, a number of death cults are fanatically loyal and dedicated to the Emperor. However, any organization that so revels in blood and death is vulnerable to corruption by the Ruinous Powers, or things older and more terrible still...

Starting Skills
Athletics OR Acrobatics
Awareness
Common Lore (Imperial Creed)
Stealth
Survival

Starting Talents
Weapon Training (Low-Tech OR Chain, Solid Projectile)

Starting Equipment
Warhammer OR Chain Axe, Stub Automatic, Armoured Bodyglove, 3 doses of Slaught, Stummer

Background Bonus
Slaughter Rites: A Death Cultist may reroll damage on any melee attack against a target he wounded the previous round in melee combat. He may also spend a fate point to cause his attacks against the target he wounded in the previous round to gain the Vengeful (9) quality for the rest of an encounter. 

Background Aptitude
Offense OR Fieldcraft



Background - Explorator
"It belongs in a reliquary!" -Magos Polus scathingly to the thieving tech-scavengers of the Tempest Litany.
Beyond the reaches of the Imperium lie countless worlds filled with horrors - and wonders. While it is primarily the role of Rogue Traders to plunder what they may from these planets, the Mechanicus also sends out fleets of ships to attempt to retrieve secrets from the dark age of technology. While many die on such expeditions, the bounties they recover more than make up for whatever is lost. The tech-priests sent on such expeditions be necessity acquire skills more suited to fieldwork than their more academically inclined bretheren.


Starting Skills
Awareness
Dodge
Tech-Use
Medicae OR Operate(Surface)
Common Lore (Tech)

Starting Talents
Mechadendrite (Weapon)
Weapon Training (Solid Projectile OR Las)

Starting Traits
Mechanicus Implants

Starting Equipment
Ballistic Mechadendrite (Las Gun OR Autogun)
Combat Shotgun OR Long Las
Monotask Servo Skull
Flak Armor

Background Bonus
Armory of the Machine God - When attempting to acquire wargear within the remit of the Mechanicus, an Explorator counts its rarity as two levels higher (E.G. A Grav-Gun would count as Rare, while Tempest Bolt Shells would count as Very Rare)

Background Aptitudes
Tech OR Fieldcraft






Background - Mind Cleansed (Adapted from 1E Inquisitor's handbook)
"It's a magical place." -Lars Krell, instinctively repeating her memento chant implanted into her mind on the moon Titan.
There are secrets that are too terrible to know and live. Unfortunately, this does not prevent them from occasionally being discovered. Usually, the one who discovers them is (perhaps mercifully) summarily executed. However, on rare occasions the person is question possesses something that makes a different solution necessary. In such cases, they are instead mind cleansed- all that they were, wiped away and replaced with a blank slate. The mind cleansed are effectively newly made people in the shape of whatever the inquisition desires. Despite this, some Mind Wiped acolytes report occasional flashes of what can only have been their lost history.

Starting Skills
Deceive
Intimidate
Dodge
Inquiry OR Interrogate
Athletics

Starting Talents
Weapon Training (SP OR Las, Chain)

Starting Traits

Through a Mirror, Darkly - The process of creating a Mind Cleansed is imperfect, and some rare stimuli (such as people, places, or even sights or sounds) may bring disjointed fragments of their past roaring back; in such cases, they must make a +0 Willpower check or roll on the Shock Table (8-11 on Page 287)

Starting Insanity and Corruption
Begin Play with 1d10 insanity and 1d10 corruption

Starting Equipment
Laspistol OR Autopistol, Chainsword, Flak Armor,

Background Bonus
Imperial Conditioning - The Mind Cleansed gain a +10 to resisting fear and any attempts to control or possess their minds. In addition, the Mind Cleansed may roll a 1d10 when facing the subjects their mind was cleansed of. On a 1, failed Fear tests cause a +30 penalty on the Shock table (8-11) on Page 287 of the Core Rulebook for failed conditioning On a 2-5, failed Fear tests incur the Insanity and possible Corruption gains as normal. On a 6-10, the player may choose to pass out instead of gaining Insanity or Corruption via a memetic trigger defense mechanism

Background Aptitudes
Defense OR Social 




Background: Missionaria Galaxia
"Yea, thine allfather hath been with thee and thou has been known to Him for all time, for the Emperor's eye is upon all!" -Father Sol Katalan, Missionary preaching to the newly-found human tribe of Krost IV.
Almost every sect of the Imperial Creed seeks to spread it to every corner of the galaxy, or perhaps even beyond. In addition, millennia of expansion has scattered holy relics across countless worlds. As such, the Missionaria Galaxia is dedicated to gifting the Emperor's light to those benighted souls without it, and to recover any sacred items they come across. While many die in the attempt, those that survive frequently develop skills and devotion that would be useful to any inquisitor.

Starting Skills
Charm
Common Lore (Imperial Creed)
Deceive OR Stealth
Navigate (Surface)
Awareness

Starting Talents
Weapon Training (Flame, Low-Tech)

Starting Equipment
Flamer, Whip, Flak Cloak, Laud Hailer, Grapnel and Line

Background Bonus
Tongue of Flame- The character can spend a fate point to add +40 to a social test.

Background Aptitude
Social OR Fieldcraft





Background: Schola Progenium
"Three things make the Imperium great: Faith, Plasteel, and the Lasgun" -Director Septimus Pyranos, in a Scholam Auditorium speech.
Progena are those who are taken in by the Scholam Pregenium after their parents perished in service to the emperor. They can range from the child of an Imperial Guard officer to the offspring of a Noble lost in the far reaches of space. They are trained to be the backbone of the Imperium, filling roles from administrators to commissars. As such, they are rigorously trained to be adept at both mental and martial skills, particularly the ways of command.

Starting Skils
Command
Charm
Common Lore (Imperial Creed, choose one Imperial Institution)
Scholastic Lore (Tactica Imperialis )
Intimidate OR Inquiry

Starting Talents
Weapon Training(Solid Projectile, Las)

Starting Equipment
Lasgun OR Autogun, Imperial Robes, Micro Bead, Mono-Task Serv0-Skull, Data Slate

Background Bonus
Raised for Command: When interacting with a member of any imperial organization that draws from the Progena, such as the Administratum, Arbites, or Ministorium, this character has a +10 to all interaction checks. In addition, he may spend a fate point to automatically succeed at these checks with FelB DoS.

Background Aptitude
Social OR Leadership






Roles
Role: Ballistic Savant
"Killing's easy. Just point, click, and the rest is applied physics." -Alexei Tull before wiping out the Big Smile gang.
While the vast majority of the Imperium believes that ignorance is a blessing, some individuals have learned that to destroy your enemy, you must first know them. While this knowledge helps them thwart the enemies of man, some of the more puritanical members
of the Imperium believe that they go altogether too far.

Role Aptitudes
Intelligence, Knowledge, Ballistic Skill, Finesse, Agility

Role Talent
Field Vivisection OR Weapon Tech

Role Bonus
Knowledge is Power - When inflicting damage with a ranged weapon on a target on which he has training in the relevant forbidden lore skill, the Ballistic Savant adds his ranks in that forbidden lore skill to his damage and penetration. Forbidden lore bonuses can stack via the core rulebook's rules. IE, an Obliterator can be counted as a Chaos Space Marine and a Mutant. Two rank in Forbidden Knowledge (Chaos Space Marines)and two ranks in Forbidden Knowledge(Mutants) would add up to 3 additional damage and 3 additional penetration.
"When two or more multipliers apply to a value, add them
together to form a single multiple, with each multiplier beyond
the first adding 1 less than its value to the first multiplier. Thus a
double (x2) and a double (x2) applied to the same number results
in a triple (x3, as 2 + 1 = 3)." Dark Heresy 2E core rulebook page 22.




Role - Cell Leader
"You secure that shit, Erie!" -Frella Justinian, Interrogator to her acolyte before the drop to the quarantine world of LI-616.
While every Inquisitor is the ultimate authority in his or her domain, no single human is capable of coordinating the vast networks of information, resources, and acolytes their lofty work requires. As such, they are forced to delegate some responsibilities and oversight to trusted subordinates. These subordinates, in turn, may delegate some of their tasks, and so on until they reach the Cell Leader. In charge (in name, at least) of a cell of acolytes, the Cell Leader is trusted by his superiors to make sure the warband survives long enough to succeed and is acutely aware of the cost of failure. Though usually the leader of a cell in action as  well as title, few Inquisitors care which of their acolytes commands the others, as long as the job gets done. 

Role Aptitudes
Fellowship, Leadership, Toughness, Willpower, Defense

Role Talent
Iron Jaw OR Die Hard

Role Bonus

Don't You Die On Me! - Whenever a Player Character would perish or burn a fate point to survive, the Cell Leader may spend 2 fate points and immediately make a -30 Command Test. If successful, the character does not die or burn a fate point, instead of falling unconscious until the end of the encounter or a successful first aid test. The Game Master may declare there are situations that are simply too lethal for this to apply, such as falling off of the outside of a hive spire or being crushed beneath the descending foot of a
Warlord Titan.

OR

Role Bonus
Unquestioned Authority - The Cell Leader may Spend a fate point to automatically succeed at any Social test involving those who perceive him as a figure of authority, as long as there isn't a person of greater authority to countermand it. 



Role: Explorer
"Beyond the black are things the likes of which even the Emperor has never seen" -Captain Malc Charon's last astropathic message before disappearing into the Molochian Nebula

The vast stretches of space are filled with the remnants of ancient, dead cultures. Even on many civilized worlds, there are countless unexplored ruins from ages past, some even pre-dating the God Emperor's crusades. While most loyal citizens of the Imperium are too frightened of (or forbidden from) exploring them, some men and women are brave or foolish enough to attempt it. Those that survive often find nothing more than the dust of ages, but on occasion, they discover powerful relics from long ago. While the legality of their action is dubious at times, none can argue with their never before seen results.

Role Aptitudes
Intelligence, Agility, Fieldcraft, Knowledge, Perception

Role Talents
Jaded OR Takedown 

Role Bonus
Master of Ancient Secrets - When an Explorer attempts to discern the age and origin of an object he may spend a fate point to automatically succeed with his Intelligence Bonus DoS.




Role - Inspector
"You give me something or I will break your fucking jaw." -Quintus Dec, Enforcer Detective
Inspectors are aggressive detective types that have a keen eye for details while also defaulting to bad cop in most situations. They want leads, clues, and answers and are willing to coax, force, and beat the truth out of suspects in their hunt for heresy.

Role Aptitudes
Fieldcraft, Willpower, Strength, Perception, Social

Role Talents
Coordinated Interrogation OR Face in a Crowd

Role Bonus

You're Not Telling Me Something - In addition to normal uses of Fate points (page 293), an Inspector character may spend a fate point to Automatically succeed at a Scrutiny or Intimidate skill with a number of degrees of success equal to his Perception Bonus for Scrutiny and Willpower Bonus for Intimidate.




Role - Operative
"You don't understand, gentlemen. I was never really here." -Kelle Primm, Imperial Throne agent, AKA "Lilith Juvenal", thirty-five minutes after calling for the purge of house Linnaeus.
While many within the Imperium prefer a "Blood and Thunder" style of operation, a few outliers acknowledge the usefulness of subtlety. All but the most puritanical of Inquisitors fall into the latter category and prefer agents that can operate in the shadows until the time is right to strike. An operative is such an agent, capable of fitting in with any group and possessing the skills to assist with almost any undertaking their masters may require of them.

Role Aptitudes
Social, Fellowship, Fieldcraft, Intelligence, Agility

Role Talents
Clues from the Crowd OR Peer (Choose One)

Role Bonus
Social Chameleon - An Operator excels at blending in with different groups, from an Apex Prince to the scum of the Underhive. He may spend a fate point to automatically succeed at Deceive tests with FelB DoS and Linguistics tests with IntB DoS.






Other Character Creation and Development Changes


Adeptus Astra Telepathica Background Change and Clarification

The Constant Threat
The Constant Threat can raise and lower the number that Psychic Phenomena rolls on, but not the number Perils of the Warp is rolled on, by an equivalent of a character's Willpower Bonus multiplied by 2.


Aptitude Changes
  • The leadership aptitude shall be replaced by the Social aptitude for all XP purchases of skills, characteristics, and talents it is used for. Leadership is extremely narrow in scope to the point of being extremely subpar.
  • Alternatively, one can choose to keep Leadership as part of the aptitudes in the game; however, it is now a third aptitude for Willpower increases. You may only count matching aptitudes up to two (ex: if you had Willpower, Psyker, and Leadership at the same time you only count two of those three for XP spending).

Character Wound Generation and Emperor's Blessing Changes
Due to the current system basically deciding if a character is straight-up better or worse with the wounds they roll or the Emperor's Blessing, here is a fallback method you can try just to remain parity. Count both Wound Generation rolls (as a 1d5 done with a 1d10) and Emperor's Blessing rolls as having automatically have rolled 6s on both 1d10s.




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