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.

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