Saturday, June 15, 2019

Dark Heresy 2E Extended Homeworld, Background, and Role Options

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!" -Polus, Magos 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 - Law Enforcement
While the Adeptus Arbites is tasked with enforcing Imperial Law across the million worlds of the Imperium, each of those million worlds has entirely distinct laws and customs. It falls to whatever passes for local governance to legislate and enforce them, but any but the most hellish, anarchic nightmare planets have some form of law enforcement or another. These men and women tend to be less martially adept than the Arbites, more often concerned with relatively petty matters such as theft or pedestrian murder. They are adept at wringing information out of subjects and putting together pieces that other may overlook, skills any Inquisitor appreciates.

Starting Skills
Charm OR Intimidate 
Scrutiny
Interrogation
Awareness
Scholastic Lore: Judgement

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

Starting Equipment
Cosh (DH1E Book of Judgement)
Hand Cannon
Flak Cloak 
Manacles
12 Lho Sticks

Background Bonus
Eyes of the Law - Law Enforcement characters may re-roll failed Awareness and Scrutiny checks, and may substitute their Perception bonus for Degrees of Success when using these skills. 

Background Aptitudes
Social OR Fieldcraft

Background - Mercenary Soldier
There are innumerable petty conflicts conflicts on any one planet in the Imperium at a given time, and the overwhelming majority of them fall far beneath the notice of those capable of calling in the forces of the Imperial Guard. Simply put, nobody cares about which petty lord is in control of a backwater river crossing - nobody except the lords and the mercenaries they hire. There are countless men and women willing to sell their guns, swords, or even fists to the highest bidder, and many Inquisitors find use for the less scrupulous, more adaptable nature of these soldiers of fortune over the soldiers of the Imperial Guard. 

Starting Skills
Dodge
Intimidate
Commerce
Command OR Operate Surface
Common Lore: Underworld

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

Starting Equipment
Combat Shotgun
Imperial Guard Flak
Sword
Combat Vest

Background Bonus
Gunpoint Negotiations - a Mercenary Soldier may reroll Commerce and Intimidate checks, and may use Weapon Skill or Ballistic Skill instead of the normal characteristic.

Background Aptitudes
Social OR Offense

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 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.

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.

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


Background – Wilder
“Truly, to live a life of simplicity and self-sufficiency is the greatest gift the God Emperor can provide.”
The Imperium is made up of planets with extreme contrasts, from death worlds to paradise planets. Of course, the level of technology from planet to planet and even from settlement to settlement can vary greatly.  Those who live in areas with few of the splendors of advanced civilizations learn to make do with what they have. The resilience and ingenuity typically developed by such people frequently make them well suited to the desperate struggles a Warband must endure to complete its mission.

Starting Skills
Athletics
Awareness
Medicae
Navigate (Surface)
Survival

Starting Talents
Weapon Training (Low Tech)

Starting Equipment
Bow and 20 Arrows OR Crossbow and 20 Bolts
Spear
Heavy Leathers
Medikit
Field Suture

Background Bonus
Resourceful Crafting: When using the Crafting special use of the Survival skill (or other skills involving low-tech crafting), crafting takes half as long and the quality of the product is increase by one level.
Background Aptitudes

Fieldcraft OR Defense


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 counts his weapon(s) as having crippling x, where x is equal to his ranks of relevant forbidden knowledge. 

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
Get Down! - When an allied character within a number of meters equal to the cell leader's fellowship characteristic fails an evasion test, the cell leader may immediately use his reaction to make a command test with a penalty equal to 5 x the degrees of failure on the evasion. If he succeeds, the character counts as having succeeded at the evasion with a number of degrees of success equal to the number scored on the command test. (E.G. an assassin fails her dodge test with 3 DoF, and gets hit 4 times. The cell leader may use his reaction to make a -15 command test. He scores 2 degrees of success; the assassin dodges 2 of the hits.  

Role – Combat Medic

“Stop whining about your missing arm and start shooting one handed!” - Medicae Hile, after cauterizing the shoulder.

Many of the injuries an acolyte faces can only be repaired through extensive surgery, require extensive bed rest, or other drawn-out, time consuming methods. Of course, none of those things are possible in the middle of a firefight. Many cells have agents who are trained in the art of keeping a man on his feet just long enough to see the current fight through. Though often less technically minded than more traditional surgeons, charging through hails of gunfire or into the midst of a terrible melee to save an ally requires grit, skill, and determination that few Imperial citizens would sneer at.   



Role Aptitudes
Fieldcraft, Defense, Agility, Intelligence, Willpower 

Role Talent
Jaded OR Hard Target

Role Bonus
Medic's Oath: A Combat Medic may use a Full Action to move up to his Charge movement rating towards an ally who is suffering from Critical Damage. At the end of this movement, he may immediately use the First Aid special use of the Medicae skill on that ally. If suppression or fear would prevent him from doing so, he may spend a Fate Point to immediately end the effect and take the action.

Role – Commando
“Them Space Marines may be the ‘tip of the spear’, but we’re the spiky bit on the Warhammer that rips up the enemy’s armor so they can stab ‘em.”
The Imperial Guard is known as the Hammer of the Emperor for a reason, but sometimes a more precise tool is necessary. For this reason, many different institutions field specialist operatives, trained to assassinate commanders, cripple supply lines, and otherwise strip away an enemy’s advantages until the killing blow can be struck. These tactics are frequently useful to an Inquisitor’s warband, where stealth and precision are even more of a matter of life and death. 

Role Aptitudes   
Finesse  Offense  Strength  Ballistic Skill  Agility 

Role Talent
Bulging Biceps OR Grenadier

Role Bonus

Tactical Assault – If the Commando is wielding one or more ranged weapons, he may spend a Full Action to move up to his Charge movement rating towards a distant foe. At the end of this movement, he may immediately make a ranged attack action against his target at a +10 modifier. 

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
The Undiscovered Country - In addition to the normal uses of Fate Points, an Explorer may spend a fate point to pass any Survival or Navigate test with a number of Degrees of Success equal to his Intelligence Bonus. 


Role – Frontline Leader
“See how they fall before bolt and blade! We will yet win this day!”
Most of the commanders of the Imperium lead their troops from the front line. This is mostly from a deeply ingrained warrior culture rather than a particularly well thought out strategy, but it is not without tactical merit. Displays of courage and skill from a Frontline Leader can greatly inspire his followers, and turn the tide of a losing battle.

Role Aptitudes
Leadership  Offense  Fellowship  Weapon Skill   Ballistic Skill

Role Talent
Ambidextrous OR Swift Attack

Role Bonus

Kill the Head and the Body Will Die – When a Frontline Leader kills an Elite or Master rank enemy, he may immediately make a +0 Command test. If he succeeds, all of his allies gain a +10 to their attacks against lower ranked enemies until the end of the next round. 

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 – Interrogator-Surgeon
“Despite his initial bravado, by the end he told me everything we wanted to know.” - Adept Nemo, after interrogating a traitor guardsman.

Many, maybe even most of the people an Inquisitor or band of Acolytes talk to are hesitant about telling them the truth, the whole truth, and nothing but the truth. While almost all Inquisitors are skilled at drawing it out, by one means or another, many lower acolytes are not so skilled, so many war bands have a dedicated member for making people tell them things they would not wish too. Since torture is a crude and unreliable tool, such acolytes frequently employ far more subtle and terrible methods of information extraction.

Role Aptitudes
Knowledge, Social, Intelligence, Willpower, Perception

Role Talent
Coordinated Interrogation OR Clues from the Crowd

Role Bonus
We Have Ways of Making Men Talk - An Interrogator-Surgeon may spend a fate point to automatically succeed at an Interrogation or Scrutiny test with a number of Degrees of Success equal to his Intelligence Bonus. 

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.


Role – Rector

“All of the data in the galaxy is useless if it cannot be understood by those who need it.”

While Sages are undoubtedly the best of the best when it comes to finding and processing data, Rectors are superior at expressing information and extrapolating the best course of action from it. Virtually every ruler, from a feral world’s chieftain to a forge world’s lead Magos to even a Lord Inquisitor have a number of learned advisors to aid them. While those in power have an unfortunate tendency to ignore any contradictions to their wills, when a Rector is paired with a receptive master, it can be the difference between life and death for an entire planet.



Role Aptitudes

Social  Knowledge  Fellowship  Intelligence  Perception

Role Talent
Archivator OR Peer (Choose One)

Role Bonus
Proof Positive - When the Rector has references to back up his recommendations, he gains a bonus of 5 times his ranks in the Logic skill on any social interaction test to convince someone to follow his advice. 

Role – Witch Hunter
Of the countless threats that assail the Imperium every moment of every day, witches and rogue psykers are among the most dangerous, and the most insidious. Almost indistinguishable from any other innocent Imperial citizen, it takes a special kind of person to hunt them down and purge them. These people are the Witch Hunters. Trained (theoretically at least) to ferret out and exterminate the worst kind of traitors, they set about their duties with incredible zeal and indefatigable determination. It is well known that their pyres consume the lives of as many innocents as heretics, but they can rest assured that, without their efforts, far, far worse calamities would be certain.

Role Aptitudes
Willpower, Perception, Weapon Skill, Social, Fieldcraft

Role Talent
Witch Finder OR Deny the Witch

Role Bonus
Suffer not the Witch to Live-In addition to normal uses of Fate points (see page 293 of the Dark Heresy Core Rulebook), a Witch-Finder can also spend a Fate Point to pass an opposed Willpower test with a number of degrees of success equal to his Willpower bonus. In addition, whenever he inflicts a hit with a melee or a ranged attack with the Psyker trait, he inflicts X additional damage where X is equal to PR/2.

Thursday, June 6, 2019

Dark Heresy 2: Malice Overhaul Part 2


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
Skills Changes and Clarifications
Changed Skill: Command (Inspire)
The Inspire special use of the command skill is split into two types:
·      War Cry Half Action challenging (+0) Command test to give a character's allies a +10 on their next check. This affects a number of allies and fellow player characters equal to 2xFellowship Bonus within 10mxFellowship Bonus of distance
·      Rousing Speech Full Action Difficult (-10) Command test to give a character's allies a +20 on their next check. This affects a number of allies and fellow player characters equal to 5xFellowship Bonus within 20mxFellowship Bonus of distance.
Talents such as Halo of Command apply for both uses.
Aptitude Substitute
Command also can have an alternate aptitude to Leadership: Social.
New Scholastic Knowledge Specialization
Aptitudes: Intelligence, Knowledge
Skill Use: Free Action.
·      Scholastic Knowledge (Ecclesiarchy and Imperial Creed) Knowledge covering the intricate inner workings, hermeneutics, epistemology, bureaucracy, hagiography, and scholarly subjects of the Imperial Creed and Ecclesiarchy. This counts as one knowledge skill.
Tech-Use Added Special Use: Unjamming Technique
  • A character with Tech-Use may take a Challenging (+0) Tech-Use test before rolling BS to unjam a gun. Every Degree of Success gains the user an additional +5 on the BS test to unjam.
Interrogation: Added Auxillary Skills
  • Interrogation tests can be give bonuses based on how characters interact with the subject. A successful Challenging (+0) Deceive, Command, Charm, or Intimidate check will gain a bonus of +5 per DOS on the Interrogation checks.
Talent Changes and Clarifications
Changes
Changed Talent: Lethal Weapon
Tier: 2
Prerequisites: Agility 35, Ambidextrous, Weapon Skill 35 Aptitudes: Strength, Offence
·      This character can fight using their body's natural weapons to a very skilled and dangerous degree. 
·      This is a renaming and change of rules for the Unarmed Specialist Talent
·      The Lethal Weapon talent allows the character to be armed with deadly natural weapons at all times, including when the character is equipped with any type of weapon in their hands or on their feet. 
·      Lethal weapon users can re-roll damage inflicted by their deadly natural weapons.
Unarmed Gear
·      A new weapon class that counts as extensions of unarmed fighting.
·      This gear augments the use of untrained unarmed fighting, natural weapons, and deadly natural weapons.
·      Unarmed Gear does not count as having a second weapon for two-weapon wielding. A gear user would just two-weapon wield two unarmed attacks augmented by the gear.
·      The different gears can be found in the armoury section of the overhaul.
Two-Weapon-Wielding and Unarmed Attacks
·      Two Weapon Wielding Deadly natural weapons (including Lethal Weapon use) can be used as a second weapon attack if the character has the Two-Weapon Wielder talent. Another weapon can be used as well instead of doubling the unarmed attack.
·      Humanoid Body Type This overhaul defines the standard humanoid body type with two legs and two arms as one weapon when fighting unarmed or with (deadly) natural weapons.
·      Two Weapons Deadly natural weapons can count as two weapons for humanoid characters (humans, space marines, mutants, orks, eldar, tau, tau auxillaries, daemons, xenos with two legs and two arms, etc.) with the talent if they have one set of limbs.

·      Multiple Limbs A character that has the multiple limbs trait can use their (deadly) natural weapons twice or more depending on their limb amount detailed by the rules for the multiple limbs trait.
Unarmed Fighting: Trained vs Untrained
·      Trained Unarmed Fighting The use of (Deadly) Natural Weapons either naturally owned or via the Lethal Weapon talent.
·      Trained Unarmed Weapon Profile 1d10+SB with ability to re-roll
·      Untrained Unarmed Weapon Profile 1d10-3+SB Primitive (6) with ability to cause fatigue
·      Untrained Unarmed Fighting covers untrained use of hand-to-hand fighting.
·      There is a separation of efficacy for untrained vs trained unarmed fighting that is represented with untrained unarmed having less damage. 
·      Generally, as a humanoid, a character can be untrained or trained in unarmed combat. This is not the same as weapon training. This does not cover (deadly) natural weapons that are present without Lethal Weapon.
Lethal vs Less-Than-Lethal
·      Less-Than-Lethal vs Untrained Unarmed These terms refer to the unarmed attack profile given in the overhaul without Lethal Weapon. A character with Lethal Weapon can switch between them.
·      Lethal Unarmed Fighting Does not confer standard fatigue infliction like Less-Than-Lethal unarmed fighting does. Its use is meant to lethally damage opponents like most other physical weapons.
·      Less-Than-Lethal Unarmed Fighting Causes possible fatigue gaining via the rules in the combat section of the core rulebook.
·      (Deadly) Natural Weapon Use considered lethal while standard unarmed use is less-than-lethal due to its lesser damage and ability to fatigue. 1d10+SB vs 1d10+SB Primitive (6)
·      Switching As a character with the Lethal Weapon talent, one can switch between lethal attacks meant to kill an opponent using the (deadly) natural weapons profile and less-than-lethal attacks that can cause fatigue. 
·      Less-Than-Lethal Attack With Lethal Weapon Causes fatigue gain. An opponent attempting to resist fatigue gain caused by a character with Lethal Weapon. will gain a penalty of -5 per the degrees of success of the attacker on Challenging (+0) Willpower or Toughness tests to resist fatigue. This represents the character holding back but also being trained enough to attack in such a way to disable rather than to kill.
Lethal Weapon and Grappling

·      Damage Change Lethal Weapon’s damage change is conferred to the Damage Opponent controller grappler option. Winning an opposed strength test has the controller inflict 1d10+SB to the opponent. 
·      Hit Location Grappling using Lethal Weapon allows the controller to choose if they wish to roll the hit location of their attack. This represents the expert character being able to use a variety of different holds and attacks to different body parts. They may also stick to the Body location just like standard grappling.
·      Lethal vs Less-Than-Lethal Like the rules above, the character can choose either the damaging Lethal Weapon attack or the standard fatigue-causing unarmed attacks.
·      Fighting Gear Does not change damage when grappling.
Resistance Changes
·      Resistance (Fear) affects pinning tests and suppression break tests along with fear tests.
·      Resistance (Heat) affects willpower and agility tests to act normally when on fire and to extinguish fire along with environmental fire and heat.
New talent: LEAP
Tier 2
Prequisites: Resistance (Fear), Willpower 35
Aptitudes: Willpower, Fellowship
·      The characters have trained to coordinate charges with covering suppressive fire. They do not fear being hit by their comrades. Characters with this talent may ignore suppression pinning effects provided by an ally during suppressing fire. Only characters with the talent ignore suppression; suppression given by a character with LEAP would still invoke pinning tests for allies if they do not have LEAP. 
Changed Talent: Target Selection
·      Target Selection allows characters to fire around their allies when they are in between the shooter and the target when they take an aim action along with preventing any chance of hitting friendly targets while shooting.
Clarifications
Devastating Assault
·      When the rules say, "an All Out Attack that successfully hits," that means that the attack needs to not have been evaded via Parry or Dodge to take the second All-Out Attack. It needs to have made contact with the target's body or structure depending on if they are organic or inorganic like a machine or vehicle.
Counter-Attack
·      Timing The -20 standard attack happens directly after a parry. 
·      Damage The damage for the attack is calculated right after the parry roll. 
·      Errata Clarification The standard attack does not gain +10 stands. 
·      Counter-Attack Hits First Damage for the Counter Attack occurs Before an attacker's if the hits of an attack that scored multiple hits were not fully negated. 
·      Evading Counter Attack By the changed reaction rules (see Structured Time in this overhaul) one could evade a Counter Attack. If that other character has counter attack they could also perform their own counter-counter attack and so on if they have the ability to evade and have not used up all of their evasions.
·      Reach Counter-Attack is only valid to use if the weapon used to parry would have the range to reach the attacker, IE An acolyte with a sword that is parrying a hit from 3 meters away by a heretic using a spear would not be able to Counter Attack. An acolyte with a halberd that is parrying a hit from 3 meters away by a heretic using a spear would be able to Counter Attack. 
·      Inescapable Attack/Killing Strike Counter Attack does not benefit from the Inescapable Attack nor the Killing Strike talents.
Armoury
Mechanics Changes
Monetary System
·      This system of currency works similarly to the abstract nature of influence in that while it can represent material wealth and literal monies and cash one uses to buy goods and services, it also can represent more esoteric currency, barter worth, or values that do not match one to one with a monetary system. So while the wages an acolyte earns could be in the form of gelt, thrones, scrip, wafers, credit chits, and the like, it can also be none of those things and represent the value of livestock, trade stocks, property, and other things like those. 
Gaining Wages
·      The acolytes gain wages at the beginning of every session or when a sufficient amount of time has passed that the GM sees fit to award them wages.
Local Currency and Influence Interactions
·      This system is meant to act alongside the current influence system and not replace it. Furthermore, the currency system has been designed to become less important once a character reaches mid-to-late stages of gameplay. It was brought back mainly to once again have a more relatable and understandable way of buying things that can get a little fuzzy under influence rules; especially in the lower levels where say, one apparently can forget one's wallet to buy a hiverat hotdog if they roll poorly on influence. It also helps the transition between street agents with low influence that have to scrounge for themselves and be more concerned with how wealth allows them to be able to do their jobs versus acolytes with high influence where monetary value does not matter as much when dealing in missions of a greater scale with people who might scoff at the idea of even using cash.
Finding Values of Equipment
If a piece of equipment has not been given a monetary value within the overhaul, most of the time one can look at the pre-OW values on 40krpgtools to figure out how much it is. Those values can be substituted for values given in this fan patch if the same piece of equipment can be found. Otherwise using 1E is a good resource. I will endeavor to make a price list for existing things in 2E.

DH 1st Edition Armory Pages
Pg 126 Availability tables 5-4 and 5-5
Pg 127 Craftsmanship, Cost Modifier, Availability
Pg 130 Start of Armory Items
Requisition Tests vs Currency
·      Requisition Tests Allow the obtaining item as an automatic process. No Inquiry test needed. Requisition assumes that the acolytes' masters are getting it for them or they're retrieving it from organizational resources.
o   Availability of Use Requisition Tests can be used a maximum amount of times equal to twice a character’s IFL bonus. The uses can be spent on the same items. 

·      Using Currency Requires searching for the item using 1E’s rules. An Inquiry test is needed. Only items rarer than Scarce require an Inquiry test.
o   Availability of Use Currency can be used at any time for any need or want the character has.
o   Everything else of higher availability can just be bought assuming it can be found easily enough, unless the planet or setting would disallow this.
§  (and those GMs that want players to earn rarer items through quests, you can lock Extremely Rare to Unique items behind missions to obtain them).
Currency
·      Nomination By default is named "local currency". The currency in question takes many names and forms. It can also mean abstract or relative capital. 
·      Rarity and Subtlety Buying things of high rarity and generally things worth more than 1000 local currency incurs subtlety change rules similarly to influence test-based subtlety changes. Roll 1d5 and lower a player group’s subtlety score by the rolled amount.
Wages
·      Earning Wages Characters receive wages at the beginning of sessions.
·      Wage Tiers Tiers are determined by a character’s Influence characteristic. The wages gained are the Influence characteristic multiplied by the tier multiplier
Tiers

1
0-40
3XINF
2
41-60
4XINF
3
61-70
5XINF
4
71-80
8XINF
5
81-90
10XINF
6
91-100
20XINF

Examples
A character has an influence score of 33. They receive 99 local currency at the beginning of a session.
A character has an influence score of 73. They receive 730 local currency at the beginning of a session.
Selling Items
·      Common Items Items that are scarce or higher in availability when sold only warrant 5% of their original value. This discourages wanton looting.
·      Rarer Items Items that are rare or lower in availability when sold sell for 25% of their original value.
·      Commerce Both of two rules above can be haggled using the commerce skill. A general rule being that every degree of success adds (an) additive 10% increase(s) to the sell value.
Trading Items
·      2E RAW Rules Used For Requisition Test-Based Trading
·      Using Currency and Trading Trading an item of a greater rarity than the item wanted can lead to a 50% discount to buy the item wanted when the traded item is one availability higher that the item in question. Successive 10% discounts are added to the 50% discount for each level of availability higher than the first.
·      Example a character wants a boltgun which is of Very Rare availability. They have found on their last mission a Unique (non-tainted) item. The character does not want the item. They wish to trade in the item for the boltgun. They will get a 50% discount for the higher availability and receive a total of 70% discount for being two levels of availability rarer after Extremely Rare.
Trade-Ins and Commerce
·      Characters can use trade-ins and commerce haggling together. They can possibly haggle a trade that requires no currency changing hands and is just an exchange for one item to another with a 100% discount. A character cannot go above 100%.
Influence Changes
·      Influence is used mainly in the same way as detailed in the Dark Heresy 2E core rulebook.
Requisition Test Availability
·      Influence can be used to requisition personal items, armour, weapons, tools, drugs and consumables, and gear at any time in a session with proper access. This can be delayed to be able to requisition the above later in the case of isolation from said resources.
Item Quality and Requisition Tests
·      Good and Best Quality Items Successful influence tests will give items with the quality equal to how well a character rolls. By the book, on top of all other penalties and bonuses, a Good quality item would take a -20 penalty to the requisition test target. A Best quality item would take a -30 penalty to the requisition test target. 
·      Poor Quality Items a character rolled +10 over their test target then they can receive a poor quality item of what they were requisitioning.
·      Example A character wants a chainsword and has 50 influence. A baseline test would require a roll of 40. The character rolls a 29. They receive a Good quality Chainsword. They could have rolled a 19. They receive a Best quality Chainsword.
Requisition and Influence Use Outside of Items
·      Influence can be used at any time to requisition service, lodgings, food, as a test used on NPCs, to requisition reinforcement NPCs, to receive help from NPCs, to intimidate NPCs, and basically anything that one would use influence for in a session of play other than ordering items.
New Mechanic 
Rank Privileges
After a certain amount of influence, the ability to obtain or requisition items and supplies of certain qualities becomes paltry to the point of automatic.
Rank Privilege Requisitions
·      A character can request any item that their Rank Privilege covers to a maximum of one of each item.
·      A character can receive an item for free on request if the availability falls within the rank privilege amount. This also covers food, lodging, and services although these can be used daily versus the privilege requisitions of items.
·      The Character can use Rank Privilege to obtain items of a rarity up to or equal to the availability listed on their Tier.
·      Tiers are reached upon obtaining requisite IFL listed.

Rank Privilege Tiers
1
40 IFL
AV
2
50 IFL
SC
3
60 IFL
RA
4
70 IFL
VR

>70 IFL
No More Upgrades


Why Rank Privilege It represents this lessening of the importance of using local currency as an acolyte goes from being petty street agents to deciding the fate of planets. It is a guarantee of a minimum amount of equipment an agent may need as they deal with escalating threats. Of course, with use of their influence, wages, or money from other sources they may have obtained the items covered by Rank Privilege and those that are rarer and are worth more than the Rank can give. The idea being that if there's a missing part of one's armoury or something an acolyte needs they can obtain it as a guarantee through Rank Privilege.

Weapons Changes
Core Weapons Changes
Accurate
·      Bonus damage die are gained with any quality of weapon with accurate.
Accurate and Twin-Linked Weapons
·      If by the Emperor's Grace your character receives a unique weapon or has a very enigmatic primate modify it, the possible bonus damage die only counts for the first shot of a standard attack and not the second one you get with 3 DoS.
Accurate, Bonus Damage Die, and Replacing Die
·      A character cannot replace bonus damage dice with degrees of success like they can with their standard damage rolls.
Force
·      Force versus Vehicles Against vehicles, the opposed willpower test for force weapons is rolled when the vehicle has an entity, entombed pilot, or otherwise intelligence connected to it and driving it such as a Eldar wraith constructs, Astartes Dreadnoughts, Chaos daemon engines, or those rare vehicles with very active machine spirits or even possibly men-of-iron-ran constructs.
·      Those vehicles without the above automatically fail against the opposed willpower test. That includes autocarriages, Leman Russes, valkyries, and the like.
Snare
·      Instead of immediately becoming helpless, for each degree of failure on the snare test the target reduces his or her base movement rate by 1, and may try to escape the bindings as a half action. The target only becomes helpless when his or her movement rate becomes 0, and must use a full action to attempt to break free.
Toxic
·      Errata Change Damage is Lowered by a character’s Toughness Bonus
·      Toxic is Over Time On the round after failing a test to resists the effect of Toxic (X), the character must test against Toxic (X-1), e.g. after failing against toxic 5, the character must test against toxic 4 the next round. This does not occur for Toxic (0) weapons, nor for the Toxic trait.
Core Damage Upscale
·      All 1d5 damage Weapons are changed to 1d10 damage as a baseline.
Polearms Rules and Reach
·      Any weapon whose main fighting part is at the end of a long shaft is a polearm. Spears, halberds, glaives, staffs, and the like are polearms. (Warhammers are not polearms.)
Melee Modifications on Basic Weapons
Do not have reach.
Omnissian Axes
Count as polearms with 3m reach.
One vs Two Handed Polearms
·      Polearms have the ability to be wielded one or two-handed unless specified to be two-handed (Any polearm with one-handed next to it can be wielded both ways).
·      One-Handed 2m Reach
·      Two-Handed 3m Reach
Spears
·      Spears (including Power Spears and Force Spears) are one-handed (and per the rules above can be two handed) and count as thrown weapons with a 3xSB range.
Staffs
Staffs are one or two-handed and count as thrown weapons with a 3xSB range.
Primitive Lower Limit
Excluding untrained unarmed combat, Primitive qualities of weapons if lower than 8 are now Primitive (8).
Ranged Weapons and Engaged Use
·      Pistol Weapons Only class that can be used against another target when one is engaged.
o   No Penalties
o   No Range Bonuses
·      Other Weapons All other ranged weapons cannot be used against those targets that a character is engaged with.
o   All other types of ranged weapons including Thrown but excluding Heavy can fire past, away, or around their engaged target but will suffer an attack of opportunity.
Reach
·      New rules that apply the ability or increased capability to attack from farther away with melee weapons have been added. This will be referred to as "reach" to differentiate from the range of thrown or ranged weapons. The weapon can attack a target at and within the range they have reach.
Single Fire Capability
·      All weapons can fire standard attack or S (like in S/-/-).
Two-Handed Damage Boost
·      Two-Handed weapons and those that can be wielded in two hands have their damage increased 1.5x rounded up from a character's Strength Bonus rather than 1.0x.
·      Example An acolyte uses a spear and has a Strength characteristic of 37. Normally in one-hand it would gain an additional 3 damage from the strength bonus. Deciding to wield it in two hands to put more strength into their thrusts, the damage will now add 3x1.5 which is 4.5. Rounded up, they gain a total of 5 additional damage from their strength.
Ammo
Requisitioning Ammo
·      If using requisition tests for ammo that is less rare/more available than the weapon it is for, the availability of the ammo will count as the same rarity as the weapon. Same is done for the availability to find said ammo.
Buying Ammo with LC
·      Price Costs 1/20th of the original gun's cost for a full "clip".
·      Specialized Rounds at Same Availability or More A full clip will cost 1/10th of the original gun's cost if the ammo is found at the same availability as the gun itself or more.
·      Specialized Rounds at Less Availability If the special ammunition type is less available than the gun itself then the special ammo will be worth a fractional price equal to the weapon it’s bought for listed below.
·      Scarce 1/15th
·      Rare 1/10tb
·      Very Rare 1/8th
·      Extremely Rare 1/5th
·      Near Unique/Unique 1/3rd
·      Decimal If the fractional cost creates a decimal, then round up.


Generalized Weapon Changes
Chain and Bolt Felling Quality
·      All Chain and Bolt Weapons now all gain Felling (2) to reflect the creation of these weapons in lore specifically to chew through ork hide.
Changed Smoke Grenade Penalty
·      Smoke Grenades now cause a -30 to Ballistic tests.
Concussive Weapon Quality Clarification
·      When the rules say, "a target is struck," that means literally, on a successful attack regardless if the damage is done the Concussive quality is valid and the test must be taken. 
Toxic weapon quality clarification
·      When attacking a character with higher total defense than an attack's possible damage with a toxic weapon or attack, Righteous Fury's "lucky shot" mechanic of causing 1 damage does count as damage that would allow Toxic's effects.
Twin-Linked/Storm Weapon Ammo Consumption
·      Twin-linked/Storm weapons spend twice the amount of ammunition in their ROF when fired on success or failure.
Whip Reach
·      Whip, Neurowhip, and Electrowhip changed to 5m of max range.
Weapon Damage and Profile Changes

Standard Unarmed
Melee 1d10-3+SB Pen 0 Primitive (6)

Knife
1d10-1+SB R Pen 0
·      Melee/Thrown Range 3xSB Primitive (8), Compact
10 Local Currency Ubiquitous
·      Knives now refer to combat knives, bayonets, survival knives, and other short-bladed weapons. Something like a kitchen knife or a cleaver for butchering would fall under improvised weapons. Knives are what are added to a basic weapon when a melee modification is used.

Shield
1d10-3+SB I Pen 0
·      Melee, Defensive
50 Local Currency Average

Bow
1d10+SB R Pen 0
·      Range 30m Half Action Reload Primitive (8)
60 Local Currency 2kg Average
[With the ability to apply the mono modification]
Bows have a max SB damage addition of 5. Anything past that will snap a bow in half.
Crossbow
1d10+2 R Pen 1
·      Range 30m Full Action Reload Primitive (9)
65 Local Currency Average
[With the ability to apply the mono modification]

New Melee Weapons
Melee

Axe
1d10+1+SB R Pen 1
·      Melee 1-Handed Unbalanced, Primitive (8)
20 Local Currency 4kg Common.

(From Inquisitor's Handbook)
Axe-Rake
1d10+2+SB R or I Pen 2
·      Unbalanced
30 Local Currency Scarce
+10 to the climb tests and to tests to break down doors.

Garrote
1d10+SB R Pen 0
·      Flexible, Primitive 50 Local Currency Scarce
From The Radical's Handbook pg 154
·      All attacks with a garrotte are counted as Called Shots to the Head, and as such suffer a –20 penalty to hit. Subsequent attacks after a successful hit, regardless of damage, receive a +30 bonus. Should the weapon cause damage to the target after armour reduction, the attacker may cause Wounds normally or inflict half the value, rounded up, in Fatigue. 
·      Garrote changes Those that are struck by a Garrote from stealth or a surprise round are automatically counted as being grappled with the attacker as the controller. Those that are aware can make the opposed WS test to escape being grappled. All attacks count as head attacks with a Garrote.
Halberd/Glaive
1d10+3+SB R Pen 1
·      Melee 1-Handed, 2-Handed, Unbalanced, Reach (2m-3m), Primitive (8)
60  Local Currency 5kg Scarce.

Sabre
1d10+SB R Pen 0
·      Melee 1-Handed Proven (3), Primitive (8)
25 Local Currency 2kg Scarce.
[Weapons like daos, katanas, cutlasses, and scimitars count as sabres]

Long Tooth Sabre
1d10+2+SB R Pen 2
·      Melee 1-Handed Balanced, Razor Sharp
300 Local Currency 4kg Rare
Cannot be given the mono modification.

Flail of Chastisement
500 LC
·      Found on Pg 46 of Enemies Within

Power Claymore (Human)
1d10+8 Pen 8
·      Melee Power Field, Unwieldy
7,000 Local Currency 10 kg Extremely Rare

Power Spear
1d10+5 E Pen 5
·      Melee/Thrown 1-Handed/2-Handed, Power Field, Thrown (SBx3)
Reach (2m-3m)
5,000 Local Currency 5kg Very Rare

Power Glaive
1d10+7 E Pen 7
·      Melee 2-Handed, Power Field, Unbalanced, Thrown (SBx3), Reach (2m-3m)
5,500 Local Currency 9kg Extremely Rare

Force Spear
1d10+5 R Pen 4
·      Melee/Thrown 1-Handed/2-Handed, Force, Balanced, Reach (2m-3m), Thrown (SBx3)
7,000 Local Currency 4kg Extremely Rare

Ranged Weaponry
Double-Action Revolver
1d10+3 I Pen 0
 S/2/-
·      6 Round Clip 2 Full Action Reload Reliable, Pistol 30m Range
65 Local Currency 1.5 Kg Common

Human Stalker Bolter
1d10+5 X Pen 4
S/-/-
·      24 Round Clip 1 Full Action Reload Tearing, Accurate, Basic 200m Range
750 Local Currency 5kg Extremely Rare

Hot-Shot Volley Gun
1d10+5 E Pen 8
S/-/8
·      80 Round Clip 2 Full Action Reload Heavy 60m Range
1,000 Local Currency 15kg Very Rare

Infantry's Multilaser
2d10+10 E Pen 2
S/-/5
·      100 Round Clip 2 Full Action Reload Heavy, Platform Modification, Twin-Linked 150m Range 
2,000 Local Currency 60kg Rare

Leviathan Heavy Sniper Rifle
2d10+5 I Pen 5
S/-/-
·      5 Round Clip 2 Full Action Reload Accurate, Heavy, 300m Range
1,500 Local Currency 25kg Extremely Rare

Infantry's Punisher Gatling Cannon
1d10+10 I Pen 0
S/-/10
·      200 Round Clip 3 Full Action Reload Heavy, Twin-Linked 150m Range
3,000 Local Currency 40kg Extremely Rare



Sawn-Off Shotgun
1d10+3 I Pen 0
S/2/-
·      2 Round Clip 1 Full Action Reload Scatter, Inaccurate, Pistol 30m Range
30 Local Currency 2 kg Average

Shotgun-Halberd
(Shotgun): 1d10+4 I Pen 0
S/-/-
·      4 Round Clip 1 Full Action Reload Scatter, Inaccurate, Basic 30m Range
100 Local Currency 5 kg Scarce
(Halberd): Use Halberd stats above.

Launcher-Halberd
(Grenade Launcher) * [Grenade Type]
·      3 Round Clip 2 Full Action Reload Basic 30m Range
400 Local Currency 8 kg Rare
(Halberd): Use Halberd stats above

Kalina-Ann
(Missile Launcher) * [Missile Type]
·      1 Round Clip 1 Full Action Reload Heavy 150m Range
1,000 Local Currency 10 kg Extremely Rare
(Halberd): Use Halberd stats above

Sonic Compound Bow
1d10+4+SB I Pen 5
S/-/-
·      1 Round Clip 1 Half Action Reload Basic Knockback, Concussive (0) 60m
3,000 Local Currency 4 KG Extremely Rare
(Requires Weapon Training [Exotic]) (Uses SB added to bow drawing same as normal bow which is what the SB stands for. Same SB 5 limit) (Sound profile can be heard from three meters away from site of impact)

Mark III Grenades
2d10 E Pen 0
·      Thrown Blast (4) Range SBx3

15 LC Scarce

Unarmed
·      A new unarmed class of weapons is used in tandem with unarmed combat and (deadly) natural weapons
·      Standard Unarmed/Less-Than-Lethal Fighting unarmed without natural weapons, deadly natural weapons, or the Lethal Weapon talent that confers the benefits of the other two traits plus the bonuses of the original Unarmed Specialist talent.
·      Trained/Natural Unarmed Fight unarmed with natural weapons, deadly natural weapons, or the Lethal Weapon talent that confers the benefits of the other two traits plus the bonuses of the original Unarmed Specialist talent.

Lethal Weapon Reroll
·      The Lethal Weapon talent's added ability to re-roll damage is still valid with unarmed weapons.

Parrying and Unarmed Gear
·      Unarmed Gear allows the character to parry those armed with weapons without the unarmed parry penalty.

Fighting Gear
·      A general term for equipment worn on the limbs of the body that allows for enhanced unarmed fighting power. They consist of specialized gauntlets for the hands and arms, greaves for the feet and legs, and bracers for the knees and elbows. They can be used with any type of armour with the knowledge that heavier armour such as light power armor will discard parts like bracers and leave the specialized gauntlets and greaves for the character to use but otherwise will play the same as if using lighter armour.

Sets vs Single Pieces
·      A characters need only one piece of fighting gear to gain its benefits, but its benefits are limited to the limb a piece or pieces are equipped on. If a limb becomes useless, lost, or the fighting gear is destroyed by something like a power field, then the benefits are lost. Unarmed Fighting Gear is only sold/requisitioned in full sets.

Fighting Gear, Dexterity, and Limits
·      Recoil Gloves Can be used with Fighting Gear
·      Wearing With Other Equipment Unarmed gear is built for finesse and mobility. One could reasonably wiggle their fingers and toes, grab another, type on a cogitator, wield another weapon, and shake another's hand with them equipped.

Fighting Gear Damage Augmentation
·      Fighting gear does not add additional damage dies to standard unarmed attacks or the use of (deadly) natural weapons . The weapon profiles given for each type of gear replace the aforementioned's profiles. 
·      Example IE, Brass Knuckles (Trained Unarmed) does not do 1d10+1+SB I along with Lethal Weapon's 1d10+SB  I with a reroll, but instead the damage done is 1d10+1+SB I with a reroll.

Power Fists and Thunder Claws do not count as fighting gear.
·      Their unwieldy brute force nature is unsuitable for the finesse required for the unarmed fighting styles of the Lethal Weapon talent. They can be used in tandem with unarmed weaponry, however, as part of two-weapon wielding. For example, one could have a powerfist in one hand, a bolt pistol in the other, and have the ability to use their deadly natural weapons in a combination of two of the three weapons at a character's disposal. Power Fist and Thunder Claws do not receive damage rerolls given by the Lethal Weapon talent.

Fight Gear

Armored Gear
(Untrained) 1d10-3+SB I Pen 0
(Trained/Natural) 1d10+SB I Pen 0
Melee, Unarmed 5kg 2 Local Currency Average
Armour-plated gloves, boots, and bracers meant to be able to deflect strikes and give back hard with protected hands, feet, elbows, and knees. The design does not add more armour to a character as the coverage of the gear is designed for blocking and parrying.

Brass Knuckles
(Untrained) 1d10-2+SB I Pen 0
(Trained/Natural) 1d10+1+SB I Pen 0
Melee, Unarmed 4kg 5 Local Currency Average
Brass knuckles are made up of a metal bar attached to handles for fingers to go in. Brass knuckles are for your local loan shark types that need to leave a mark.

Blade Gear
(Untrained) 1d10-2+SB R Pen 0
(Trained/Natural) 1d10+1+SB R Pen 0
Melee, Unarmed 5kg 100 Local Currency Scarce
A set of gauntlets and greaves with wide, short, flat blades that spring forward from the top of the wrist and the bottom of the greaves at the push of two fingers or two toes. Would-be stealthy assassin's beware, this gear's nature is very obvious.

Can be given the Mono Modification

Dueling Greaves and Gauntlets
(Untrained) 1d10-1+SB I Pen 2
(Trained/Natural) 1d10+2+SB Pen 2
Melee, Unarmed 5kg 300 Local Currency Rare
A rare set of modified fighting gear. The modifications include pneumo-shocks, inertia multipliers, or magnetic modifications that enhance the user's strike and make them hit like a truck.

Shock Fighting Gear
(Untrained Unarmed) 1d10+SB I Pen 0
(Trained/Natural Unarmed) 1d10+3+SB I Pen 0
Melee, Unarmed, Shocking 500 Local Currency Rare
Black greaves and gauntlets that send out a debilitating shock at the squeeze of two fingers or the toes. This circuit-enlaid gear was made to incapacitate hostiles and increase the force of a user's strikes.

Blast Gear
(Untrained Unarmed) 1d10+SB I Pen 0
(Trained/Natural Unarmed) 1d10+2+SB I Pen 0
Melee, Unarmed 700 Local Currency Rare

Blast Strikes Blast gear contains a system that allows eight explosive attacks before being reloaded. These explosive attacks have the weapon gain the Explosive damage type, the Tearing quality, a Pen of 4, and another 1d10 damage. Requires Exotic (Blast Gear) training. Every use of the Blast Gear for an untrained unarmed character comes with a Challenging (+0) Toughness test. Failure means the limb used is useless until the character's next turn. A Trained/Natural Unarmed character takes a (+20) Toughness test for the same effect to not occur.

Power Fighting Gear
(Untrained Unarmed) 1d10+2+SB E Pen 6
(Trained Unarmed) 1d10+5+SB E Pen 6
10kg 2700 Local Currency Extremely Rare
Melee, Unarmed, Power Field, (Triggerable) Knockback
With 3DoS on a successful attack of any type, a character using Power Gear can cause the Knockback quality to activate to send the target back using the rules given.
Power gear is the pinnacle of unarmed gear. Using specialized powerfields, grav-amplifiers, mag-accelerators, and a force propelling field it augments the users offensive capabilities to near-superhuman quality. Its nature is belied by a crackling field around the equipment.

Force Fighting Gear
(Untrained) 1d10+SB+PR E Pen 2+PR
(Trained/Natural) 1d10+4+SB+PR E Pen 2+PR
Melee, Unarmed, Force 10kg 20,000 Local Currency Near Unique.
Some fighters don't just want to punch someone with their hands. Some fighters want to punch people with their soul. This gear is made up of pieces of extremely esoteric psy focuses, weapons systems, and expensive exotic materials meant to turn one's attacks into devastating ethereal strikes using the power of one's will over the warp.

Ifrit
"I love it!" - Corrupted Champion of Chaos
(Untrained/Trained/Natural) 1d10+10+SBx2 E Pen 10
Melee, Unarmed, Daemon Weapon, Tainted, (Triggerable) Knockback, Concussive (3), 100,000 Local Currency Unique
Ifrit is the name of a Daemon harness and set of gear that enhances human abilities to godly levels. Ifrit is inhabited by either a Slaaneshi Daemon or a Khornate daemon. When Ifrit is obtained, flip a coin. Heads is Khorne, Tails is Slaanesh. Go to Enemies Beyond and follow the steps to make a Daemon Weapon and apply them to Ifrit while keeping the damage and penetration profile. Using Ifrit requires a willpower test per encounter used in. Every lost test gives the user 1d5 corruption.


Mines
Mine and Triggered Variants of Explosives
·      The different types of explosive weapons given in the rulebooks can be turned into or bought as mine and claymore-like devices. 
Making, Using, and Setting them up
·      Conversions Explosives can be converted to mine variants with the trade (Armourer), (Chemist), or (Technomat).
·      Configuration Explosives must be configured with the special use of the Tech-Use skill, Demolitions, to set it up with the trigger device and to make sure it will work.
·      Grenade Based Mines simple to set up. Simply stick or place the mine and activate.
·      Bomb Based Mines difficult to set up. Use the Demolitions special use of the Tech-Use skill to set them up.
·      Demolitions Use the special use rules under the Tech-Use skill on pg 117 if something is missing here
·      Trigger Mechanism These include pressure (Step on them), wired (with detonator), remote (with detonator), timed, and motion (laser activated) along with the types named under the Demolitions special use of Tech-Use.
·      Explosives Types Mine variants and Claymore variants
·      Mine Variants Work the same as an explosive that is planted somewhere.
o   Meaning a frag mine still has blast (3) and 2d10 X Damage; it just needs to be triggered by a mechanism.
o   A general rule is that and automatic mine trigger mechanism based on pressure or motion is activated when a character is directly on the mine or is within a one-meter radius.
·      Claymore Variants
o   Blast Radius Change blast radius into a smaller angle with a beginning five degrees (basically a straight line for practical purposes) for no blast radius and an increase of ten degrees per blast quality number
o   Range Blast radius determines range. A blast (0) explosive explode 2 meters at the direction it is placed. After that, increase the range by 2 meters per number of blast. A frag mine or claymore will damage anyone and anything within 8 meters of it within its radius for example.
·      Mine/Triggered variants can be set anywhere, and the trigger angle can be set perpendicular (straight up) from the ground as well.
·      Hiding Explosives Challenging (+0) Stealth tests or Sleight of Hand tests can be used to hide them
·      Example A frag grenade can be turned into a claymore-like device. It can be bought/requisitioned as such or a grenade can be used to craft a claymore-like device with a trade skill. Configuring the explosive to work takes a Routine +20 Tech-Use test. Its blast (3) quality gives its trigger angle 35 degrees and its range is 8m. It can be set on a wall, hidden in the ground, or stood on a flat surface to be activated once the trigger is activated 
Defusing Explosives
Explosives The rulebook's rules are followed when it comes to defusing melta bombs and demolitions explosives. One tests an opposed Tech-Use test of the defusing character vs the Tech-Use character that set up the bomb.
Mines/Claymores For mines/claymores, due to the simpler construction, a straightforward unopposed Challenging (+0) Tech-Use, Sleight of Hand, or Security test is performed.
·      Mines/Claymores can be shot, impacted, and forced to explode.
·      They cannot be forced to be defused by an attack.
·      Mines/Claymores have base integrity of 20.
Trigger Mechanisms Pressure, motion, laser, and other triggering mechanisms can be activated by using such things as a decoy weight (throwing a magazine, placing a heavy sack, etc) and other means.
·      Ranged Weapon Triggering Bullets, lasfire, plasma, any sort of thing ranged weaponry fires, and explosions cannot be used to trigger automatically triggered explosives. Explosions, unless designed to explode with the use of ranged weapons cannot set planted explosives (claymores/mines) off.
·      Planted Explosive Explosions Cannot set other planted explosives off by default. Can be designed otherwise
·      Example One could throw a frag grenade in front of a laser sensor, but it would be the object of the grenade crossing the sensor that would activate the planted explosive, and not the ensuing explosion and shrapnel fire.
·      Shooting to Defuse Shooting at planted explosives built with timers, detonators, or any other type of manual trigger will not defuse them. Shooting at demolitions charges or melta bombs will not defuse them.
Force Field Changes
·      Protecting Per DoS Force Fields defend against attacks per DoS scored on the protection rating test. Ex: A Personal Powerfield will block three shots if a 68 was rolled on the protection test with a protection rating of 80 (2 DoS for tens digits difference being 8-6=2 plus the 1 DoS for passing). 
Modification/Quality Changes
Auxiliary Grenade Launcher Change
·      Auxiliary Grenade Launchers changed to being able to be reloaded as a full action.

Compact Melee Variants
Cost: 20 LC
·      Compact variants of one-handed melee weapons are now available at the same price. One-handed melee weapons cannot be modified to be compact. Two-handed melee weapons, including those that can be switched from one-handed to two-handed, cannot have a compact variant.

o   Compact variants of one-handed melee weapons do not receive the Balanced Weapon Special Quality.
o   Compact fighting gear, power-fists, thunder hammers, and thunderclaws do not exist.
Chain Melee Attachment "Thresher"
Availability: Rare Cost: 500 LC Weight: 7kg
Weapon: Any of the Basic class
This attachment allows a Basic class weapon to act as a Chainaxe in melee similar to the standard Melee attachment. The rather blunt nature of the weapon makes it hard to use in anything other than hard strikes so it has the Unbalanced quality when in use. The weight of the added engine and blades makes the gun harder to fire and also reduces the effective range of whatever gun the user has by one-third.

Custom Ammo and Availability
·      When a custom ammo type has an availability higher (IE, scarce for a rare weapon) than the weapon it would be requisitioned/purchased for, count the availability as the same as the weapon.
Custom Grip
Costs 50 LC
Does work with fighting gear.
Dum Dum Rounds
·      Dum Dum rounds changed to add 4 damage done to unarmored parts.  
Knockback Quality
·      Scarce, 20 LC per full gun load
·      When hit with this weapon quality, the target is tested with a Challenging (+0) Agility or Toughness test to be thrown back. If the target fails, they are thrown back from the direction they were hit in by 0.5xDoF meters rounded up and knocked prone.
·      Knockback quality added to special variants of guns
·      Knockback Ammo: Confers the knockback quality to weaponry; eligible weapons: sniper rifles, shotguns, and hand cannons.

Melee Modification Change
·      Melee modification changed to have the updated version of the knife profile and not the spear profile. A character will have a knife attached near the end of the muzzle on the bottom. This more accurately represents an affixed bayonet and does not give a basic ranged weapon an absurd range as a melee weapon. Profiles with melee modified weapons that are mono modified also will use the knife profile but with the mono bonuses of penetration and the lack of primitive quality. The knife can be removed, or a folding mechanism can retract it.
Mono Price
Costs 10 Local Currency.

Platform Modification
30 LC Scarce
·      A platform is a turret, stand, or some type of structure that holds a heavy weapon or a vehicle class weapon stable. A platform allows a heavy weapon or vehicle weapon to always be braced and readied, but it is strictly restricted in mobility. A platformed weapon has a  90 degree firing arc. A platform, if moveable, takes a full action to make mobile and a full action to reset. A platformed weapon is stuck on their platform unless a Difficult (-10) Strength, or Challenging (+0) Tech-Use test is performed. Vehicle mounted weapons do not work under platform rules. It weighs 20 kg. If one has enough strength via the lift rules then it does not take a test to move. 
Ranged Weapon Mono Modification
·      "Primitive" ranged weapons that have the Rending damage type can be mono modified. Black powder weapons including muskets, arquebus, and flintlock pistols cannot.
Speed Clips 
10 LC Average
·      Speed clips can be bought for revolvers and double action revolvers that cut the reload down to a half action.
Weapon Sights Limit Change
·      A gun may have a total of two sights for its four modifications.
Gear
Boxing gloves
2kg 2 Local Currency Ubiquitous
·      Protects hand and pads hands. Not a fighting gear. Not conducive to typing on cogitators.
Climbing gear
8kg 20 Local Currency Scarce
·      Adds +20 to testing climbs of simple surfaces and sheer surfaces.

The Hunter Mk I

1kg 1,000 Local Currency Extremely Rare
·      The Hunter's Mk I is a high tech optical visor over one eye which gives the user data that helps their accuracy in shooting and in tracking prey. With a free action, it can link itself to one target to give a +15 BS Bonus to attacks made against that target. Additionally, when a target is linked, tests to find this person through Awareness, Scrutiny, and Survival gain a +15 to those tests. This does stack with Augur and other bonuses.
"Total Recall" Magnetic Gear and Gloves
1kg 2,000 Local Currency Very Rare
·      This gear set can be used to tie a weapon magnetically to the hands of the user. This allows the users to use any weapon as a thrown weapon with 3xSB range. This is not its maxed range and it uses the same rules as ranged weapons except for the use of the point blank bonus. The weapon uses Ballistic Skill to be thrown as a half action and will come back to the hand of the user in the same turn with the exception of rolling a 100 where the weapon will become stuck or lost depending on where it was thrown. With a -10 BS check, a character can spin the weapon as if they were doing a swift attack and use semi-auto spread hits rules, namely scoring additional hits on two degrees of success after the first and being limited to targets 2 meters away from the first along with needing to be the same difficulty or easier to hit. Recovery takes a half action to happen and does not need to be activated on the same turn thrown. Cannot be applied to Unwieldy weapons. Cannot be applied to power fists, fighting gear, chainfists and the like. One-handed strength bonus of melee weapon is still applied.
Traversal Gear
·      7 kg 10,000 Local Currency Near Unique
·      Using a backpack of mechanical legs, grappling hooks, gyros, and magnetics, the character can zip around the battlefield in a 3d manner. The Gear gives a +30 to Acrobatics along with the ability to act as a grapnel and line which moves the user 48 M per turn. She has the equivalent of Flyer (8)/Hoverer (8). It also give a +20 Dodge Rolls if the user has moved since the last term. Requires Operate (Aeronautica) to use.
Drugs and Consumables
Lux
40 LC -kg
·      Illegal stimulant narcotic (it's cocaine); raises Awareness by 10, lowers Fellowship by 20, allows a character to ignore critical damage effects except for loss limbs conditions until the end of an encounter.
Succumbing
·      To use chemicals on another character that is aware and able to resist, an opposed Strength or Agility vs Strength or Agility test must take place.

·     Resisting When a substance is used on a character, they must take a toughness test every round on their turn in structured time or every minute in narrative time.
·      Succeeding Success by 1 DoS means the character gains no fatigue. Success by 3DoS means the character resists the drug and loses a level of fatigue. Success by 5DoS means the character entirely resists the substance and it is no longer effective.
·      Failing Failure by 1 DoF means the character gains one level of fatigue. Failure by 3 DoF means the character gains two levels of fatigue. Failure by 5 DoF means the character succumbs to the substance.
·     Passing Out Passing a character's fatigue threshold forces the character to succumb. They are passed out for 1d10-TB hours unless they have a Difficult (-10) Medicae test or use of the Detox drug.
  •    Detox gives a +40 to Challenging (+0) Toughness tests to regain consciousness.


·      Talents and Traits affecting fatigue affect succumbing to a substance as well.

Sedative
    40 Local Currency -kg Scarce
·      This is used by medical personnel to calm or induce unconsciousness in patients. They are used to cause fatigue.·  
·      Follows Succumbing Rules
·      Sedatives can be loaded in a syringe, inhaler, put in food, or made into a gas.
·      To turn into a gas, use the Trade (Chymistry) skill with a Hard (-10) test.
·      A character that succumbs suffers the effects of passing one's fatigue level plus 1d10 hours of unconsciousness.
·      A character cannot die or gain twice the amount of a character's fatigue limit by one sedative dose alone.
·      A character can overdose with three times the amount of a normal dose and pass the double fatigue threshold
·      Good for kidnapping heretics for interrogations.
Poison
·      Substance meant to biologically murder someone through ingesting or absorbing it.
·      75 Local Currency -kg Rare
·      Follows Succumbing Rules
·      Poison can be loaded in a syringe, inhaler, put in food, or made into a gas.
·      To turn into a gas, use the Trade (Chymistry) skill with a Hard (-10) test.
·      A poison's purpose is to achieve twice a character's fatigue to murder them with one dose.
·      Good for murdering. 
Detox Change
Works on Poison and Sedatives. 
Recaf
Cannot lower fatigue caused by addiction nor poison or sedatives.

Dark Heresy 2E. the FFG 40k RPG system, and the future of this blog

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