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.
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
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.
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
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
· 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
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
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
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
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
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
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.
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.
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