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Post by GuardianTempest on Sept 18, 2021 18:39:33 GMT -6
Huh, I could've sworn Deus Vult was a Healing Surge school.
Also, fun fact: Vorpal Bunny would've been a Full Move school but I changed it at the last moment.
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Post by masmanus on Sept 18, 2021 19:04:37 GMT -6
Healing Surge would be a great fit for Deus Vult thematically, but current version utilizes AoO apparently.
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Post by Amanojyaku on Sept 18, 2021 19:10:15 GMT -6
...what? DEUS VULT, whose fluff can be summarized as KILL THE MUTANT BURN THE HERETIC, is appropriate to have such a passive action as Healing Surge as its school action?
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Post by insertnamehere on Sept 18, 2021 19:24:44 GMT -6
I have managed to find all (or at least most) of the various homebrew that my past gaming group made years ago when we were playing DtD. So I am now going to post it all here for you to pick apart : ) Some disclaimers 1. Me and the rest of the people that made this stuff had no idea this forum existed at the time, so expect similar items or stuff that just doesnt fit with the forums "meta". 2. a lot of this stuff was taken/based from items in the WH40k rpg's (some of it almost word for word) because it was our main game before trying DtD Warhammer_40k_Roleplay_Armory.xls (1022 KB) 3. when making this stuff, we completely disregarded the weapon creation rules from Book 2. Main reason why is because we viewed those rules as not having a lot of thought being put into their design. Note: The reason why we thought that was because when you try to recreate listed weapons (i.e. a Boltgun, Book 1 - pg. 205) you would end up with a slightly worst version thats 1-2 more levels in Rarity. So we figured, if you cant even reliably recreate the games own gear, why bother?PropertiesAccurate - Get an additional +1k0 bonus to hit when using an Aim action, and if it is a basic weapon firing a single shot, it deals +1k1 damage for every two raises you get on the roll to hit with an Aimed attack.
Armored - Armored weapons grant a +2 armor bonus to the arm wielding them and the body. Bonuses from multiple shields do not stack
Balanced - +1k0 to Tests made to parry.
Beam - Weapons with the Beam property fire a continuous beam. When making attacks in consecutive rounds, you may reuse the result of a successful attack on the next round.
Blast(X) - When working out a hit from a Blast weapon anyone within the weapon's Blast radius in meters, indicated by the number in parenthesis, is also hit. Roll hit location and Damage individually for everyone affected from a blast.
Brawling - The damage from a Brawling weapon is added to the users unarmed attacks. Brawling weapons use the Brawl skill rather than the Weaponry skill.
Breacher - +1k0 damage at Short Range or closer.
Cleansing Fire - Targets must make a Willpower test (TN 15) or catch fire. Suffers same effects as being on fire except targets take an extra 1 wound when they fail to put out the flames.
Combiweapon - The weapon is a combiweapon module. It can be attached to any weapon of the same type or larger (pistol base can be attached to any weapon, basic to basic or heavy weapons, heavy only to other heavy weapons). Its ammunition is reduced by half and its reload time is doubled. You may fire it instead of the weapon it's attached to.
Concussive - Target must make a Constitution test (TN 15) or be stunned for 1 round +1 for every raise pass targets static defence. If the damage roll is greater then the targets strength x 5, they are knocked prone.
Crippling(X) - When a target suffers at least one wound from a weapon with this property, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first. If a character takes more than a Half Action while Crippled, they suffer X in Rending damage to the same location, with no reduction from Armor or Resilience.
Corrosive - Reduces target's AP by 1 plus an additional 1 for every Raise above the target Static Defense. Lasts until repaired with a Craft test (TN 15). Targets at or reduced to 0 AP take the AP reduction as extra damage to the weapon damage roll.
Deadly Snare - The weapon envelops the target in snares which not only constrict but seek to strangle or flay their victim. This weapon property functions in the same way as the Snare weapon property, except that any character entangled by the weapon suffers the weapons damage again in their turn every round if they do not break free.
Decay(X) - Living targets that take Critical Damage (including Exploding die) from this weapon must make a Constitution test (5 x X) or dissolve into a puddle of gore.
Defensive - +2k0 when used to parry, -1k0 when used to make attacks. If you aren't proficient with the weapon, the -1k0 applies to all attacks you make, instead of just the ones with this weapon.
Deflagrate - Damage rolls against organic targets gain a free raise. Targets that die from this weapon explode in a burst of flame, dealing 4k2 E damage to all characters within 2m. Anyone dealt wounds by this explosion makes a TN 15 Dexterity test to avoid getting set on fire
Devastating(X) – Attacks against Minion Hordes gain 1 Free Raise per X
Disintegrate - A victim suffering critical damage from this weapon is completely destroyed.
Excruciating - Targets damaged by a weapon with this trait must pass a Willpower test (TN 15) or be stunned for one round.
Fast - Opponents suffer a -1k0 to Parry a weapon with this property.
Felling(X) - Treat target resilience as 1 less per X for calculation damage for this weapon. i.e. Resilience of 3 becomes 2 if weapons has Felling(1)
Fire Modes - Las weapons can be set to Maxcharge mode (+2 Dam, 2x ammo used, losses Reliable) or Overload mode (+5 Dam and +2 Pen, 4x ammo used, gains Unreliable).
Flame - Targets hit must make a Dexterity Test (TN 15) or be set on fire.
Flexible - These weapons may not be parried.
Force – In the hands of a Sorcerer, +1 to damage and Pen per point of the users Evocation school and damage become Energy. User can spend a half-action to do a Focus Power test (TN 20) using Evocation + Charisma to add 1d10 damage plus an additional 1d10 for every raise (these dice do not explode). These weapons count as magical and can’t be destroyed by power fields.
Gauss - Whenever a creature takes damage from a Gauss weapon, they suffer 1 critical damage to that location even if they have HP remaining.
Gestalt Field – Add a +1 to attack rolls per minion that are allied with the user within (Willpower x 3)m. For every +5, treat the Ballistic skill a 1 dot more in terms of determining a Jam.
Graviton - Deals additional damage equal to target's AP.
Gyro-Stabilized - Never counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this property reduce the penalty for firing without Bracing to -1k0.
Haywire(X) - Everything within the field’s radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three-meter radius. If X equals 0, then only the original target is effected. All actions utilizing technology, including firing Ranged weapons not in the Primitive weapon group, Tech-Use Tests, and any physical actions attempted while wearing power armor or employing cybernetics, suffer a -1k1 penalty, plus an additional -1k0 penalty for every 2 Raises above the targets Static Defense. Effects last for 1 + X rounds Additional Haywire attacks in the same area do not stack but instead create a new effect that is either ignored if lower than the current effect or replaces the old one if higher.
Inaccurate - You get no bonus for using the Aim action with such weapons.
Incendiary - When someone is damaged by a weapon with this property, they are set on fire immediately. The target cannot make a saving through to avoid being set on fire.
Indirect(X) - Can attack targets beyond line of sight by taking a -2k0 penalty and a Full Action to fire. Successful attacks scatter and land anywhere within 1d10 (minus Ballistics) meters; missed shots land within Xd10 meters.
Irradiated - If an Irradiated weapon in a single damage roll inflicts wounds equal or greater than the targets Constitution, they take 1 level of Fatigue. This only effects organic flesh and blood targets. Should an organic target be wearing adequate radiation protection (such as a sealed environment suit), treat Constitution as 1 dot higher in terms of determining Fatigue.
Living Weapon - If it is a ranged weapon, it doesn't need to be reloaded and never jams. If it is a melee Weapon, it gains +2 pen. However, weapon needs to be "fed" every 6 hours or every 3 hours if it is a heavy weapon. Every time feeding is neglected, weapon receives a -1k0 penalty to both damage and to hit. What the weapon feeds on is up to the SM.
Maximal - When a plasma weapon is fired at maximal, it gains +10m to range, +1k0 to damage, and +2AP. However, it uses 3 times more ammo per shot and gains the Recharge property if it doesn't already have it. Blast property gains a +2 to blast i.e. Blast(1) becomes Blast(3).
Melta - When firing a Melta weapon and the target is close range, the AP of the weapon is doubled.
Nonlethal - Damage dice don't explode.
Orgone Array - Whenever damage dice explode, roll psychic phenomena on target.
Overheats - Whenever you roll a 9 on a damage roll with an Overheating weapon, the weapon... overheats. The user takes E damage equal to the weapon's damage to one of his arms (the firing arm if the weapon is used one-handed, a random arm if fired two-handed). The wielder may choose to drop the weapon to avoid the damage. Dropping the weapon is a Free action.
Overcharge – When doing a Standard Attack, the user can choose to add a number of 1k0 to damage equal to the weapons Full Auto ROF. If the weapon doesn’t have Full Auto then treat it as 2. Weapon gains Overheats for that attack
Power Field - When such a weapon is used to parry, or is parried by, a weapon that lacks this property, you may roll a d10. On a 4+, the parried weapon is destroyed. Natural, Magical, and Artifact weapons are immune to this effect.
Primitive(X) - Weapons with this property treat any rolled damage above X as X. A roll of 10 is still needed for explosive dice.
Proven(X) - When dealing damage with a weapon with this property, you may reroll any damage dice that are less than the weapon's Proven value. For example, a weapon with Proven 3 rerolls 1s and 2s on damage dice.
Razor Sharp - If you hit with this weapon and get at least two raises, you may double its AP.
Reach - When using a reach weapon to engage someone in melee, you yourself are not considered engaged.
Reactive - Goes through targets in a straight line up to a number of meters equal to its range.
Recharge - The weapon needs time between shots to recharge. The weapon must spend the Round after firing building up a charge and cannot be fired. In effect, you can only fire the weapon every other Round.
Reliable - Reliable weapons seldom fail. If it would Jam, the shot instead just misses.
Sanctified - Weapon gains +2 pen and +1k0 damage at 5 Devotion and +0k1 damage at 10 Devotion. The user must be devoted to the same god that sanctified the weapon to gain the effects.
Scatter - If fired at a foe within Point Blank Range, every two raises the character gets on the attack increases the damage dealt by +1k0. At long range, the spray reduces its effectiveness. All armor points are doubled against hits from scatter weapons at long or extreme ranges.
Shocking - Whenever someone takes a wound from a Shocking weapon, he must make a Con Test (TN 15) or be stunned for one round.
Smoke - These weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke quality, it creates a smokescreen 3d10 meters in diameter from the point of impact. This screen lasts for 2d10 rounds, or less in adverse weather conditions.
Snare - On a successful hit, the target must make a Dexterity Test (TN of the roll that hit him) or be immobilized. He can attempt no actions on his turn other than trying to escape the bonds. He can attempt a Strength or Dexterity Test on his turn (TN 10 for a poor-quality weapon, 15 for common, 20 for good or best) as a half action to escape his bonds. If it fails, he loses his other half action.
Spray - These weapons project a cone out to the range of the weapon. They can't be fired out to long or extreme range. You don't need to roll to hit with a Spray weapon - you just fire the weapon. The path is a cone shaped area in a 30-degree arc, targets in the arc must roll a Dexterity Test (TN is equal to 5x the firers Dexterity, (-5 for poor weapons, +5 for Good or Best). When fired by someone that isn't proficient, reduce the difficulty of the Test made to avoid damage by 10. Cover does nothing to protect the target unless it completely covers the target.
Storm - When firing this weapon on full auto, it deals +2k0 for each raise instead of +1k0. The number of times the weapon can gain this bonus is still equal to the weapon's RoF. Each shot counts as being shot twice when it comes to ammo consumption i.e. ROF of 4 means 8 rounds of the clip will be expended.
Tearing - Tearing weapons always deal at least one wound when they deal damage, regardless of the target's resilience.
Temporal Leech(X) - If target suffers more wounds than its Willpower it must make a test with a Characteristic of the attacker’s choosing (TN 15). If test is a Failure, that creature suffers X Characteristic damage to that Characteristic. Effect lasts for 1 round plus X and can’t bring the Characteristic lower then 1.
Toxic - After suffering a wound from a Toxic weapon, the target must make a Constitution Test (TN 15) or else suffer 1 additional wound.
Twin Linked - When firing this weapon on single shot, it gets +1k0 to hit. If you hit with at least two raises, it deals +2k0 damage. Each shot counts as being shot twice when it comes to ammo consumption. Doubles clip size and reload time of original weapon. Note: it was assumed that the "If you hit with at least two raises, it deals +2k0 damage" counts for both Full Auto and Standard Attacks
Two Hands - This weapon requires both hands to use.
Unbalanced - -1k0 to all Tests made to parry.
Unreliable - Whenever you attack with this weapon, treat your level as being halved (rounding down) for the purpose of checking for Jams.
Unstable - When you hit, roll a d10. On a 1, halve damage. On 10, double it.
Unwieldy - This weapon may not be used to parry
Virulent – Works similar to the Toxic property except the target takes 3k3 Explosive damage ignoring armor if they fail the Constitution saving throw (TN 15) as the victim’s body tears itself apart
Volatile - The weapons damage dice explode on 9 and 10
Warps Bane - Attacks against enemies from the warp or Sorcerers bypass half of Resilience and gain the Volatile property except dice can also explode on an 8, 9 and 10.
Warp Weapon - These weapons ignore all AP generated from Armor or Cover. Aura and specially warded armor work as normal.
Witch Edge - This weapon can be used as an Implement for spells. Adds a number of 1k0 to melee damage equal to half of the users highest spell school (rounded up). WeaponsOrdinaryName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Slugga | Pistol | 2k2 I | 0 | S/3 | 20m | 18 | Full | Com | Gestalt Field, Inaccurate, Unreliable | Shotgun Pistol | Pistol | 3k2 I | 0 | S/- | 10m | 1 | Full | UnCom | Scatter | Flashgun | Pistol
| 4k2 I | 1d10 | S/- | 20m | 6 | 2Full | Rare | Gestalt Field, Inaccurate, Unreliable
| Macrostubber | Pistol
| 3k2 I | 3 | S/6 | 30m | 24 | Full | Rare | - | Ripper Pistol | Pistol
| 2k2 I | 5 | S/2 | 30m | 8 | Full | MRare | Tearing, Toxic | Shoota | Basic | 2k2 I | 0 | S/10 | 60m | 30 | Full | Com | Gestalt Field, Inaccurate, Unreliable
| Big Shoota | Basic | 3k2 I | 2 | -/10 | 120m | 60 | 2Full | UnCom | Gestalt Field, Inaccurate, Unreliable
| Stubcarbine | Basic | 3k2 I
| 5 | S/10 | 60m | 30 | Full | VRare | - | Snazzgun | Basic
| 4k2 I
| 1d10 | S/2 | 60m | 10 | 2Full | Rare | Gestalt Field, Inaccurate, Unreliable
| *Sniper Rifle | Basic
| 3k2 I
| 3 | S/- | 200m | 10 | Full | Rare | Accurate, Reliable | Anti-Material Rifle | Basic
| 3k3 I
| 8 | S/- | 250m | 7 | 2Full | VRare | Accurate, Felling(1), (Weapon must be braced before firing)
| **Shotgun | Basic
| 3k2 I
| 0 | S/2 | 10m | 2 | Full | Com | Scatter, Reliable | **Scattergun | Basic
| 3k2 I
| 0 | S/2
| 30m | 8 | 2Full | UnCom | Scatter | Combat Shotgun | Basic
| 3k2 I
| 0 | S/3
| 30m | 18 | Full | Rare | Scatter, Reliable
| Minigun | Heavy | 3k2 I
| 3 | -/6 | 100m | 120 | 2Full | VRare | Storm | Deffgun | Heavy | 3k3 I | 2 | S/8 | 90m | 80 | 2Full | VRare | Gestalt Field, Inaccurate, Storm, Unreliable
| Ripper Gun | Heavy
| 3k2 I
| 0 | S/6 | 30m | 48 | 2Full | VRare
| Scatter | Assault Cannon | Heavy
| 4k2 I
| 8 | -/10 | 120m | 80 | 2Full | VRare
| Tearing, Unreliable | Autocannon | Heavy
| 4k2 I
| 6 | S/3 | 300m | 20 | 2Full | VRare
| - | Reaper Autocannon | Heavy
| 4k2 I
| 6 | S/4 | 300m | 40 | 4Full | MRare
| Reliable, Twin-Linked |
* Has a built-in Silencer** Both barrels can be fired at the same time. Can do a Standard Attack with the Twin-Linked property LasName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Laspistol | Pistol
| 2k2 E | 0 | S/- | 30m | 30 | Full | Com | Fire Modes, Reliable | Hot-shot Pistol | Pistol | 2k2 E | 2 | S/2 | 35m | 20 | 2Full | UnCom | - | Hellpistol | Pistol | 3k2 E | 7 | S/- | 20m | 20 | 2Full | Rare | - | Flashgun | Pistol
| 4k2 E | 1d10 | S/- | 30m | 10 | 2Full | Rare | Gestalt Field, Overheats, Inaccurate, Unreliable
| Lasgun | Basic
| 3k2 E | 0 | S/3 | 60m | 60 | Full | Com | Fire Modes, Reliable
| Hot-shot Lasgun | Basic
| 3k2 E | 2 | S/5 | 100m | 40 | 2Full | UnCom | - | Hellgun | Basic
| 3k2 E | 7 | S/3 | 50m | 30 | 2Full | Rare | - | Snazzgun | Basic
| 4k2 E
| 1d10 | S/2 | 100m | 20 | 2Full | Rare | Gestalt Field, Overheats, Inaccurate, Unreliable
| Lasblaster | Basic
| 3k2 E | 4 | S/6 | 120m | 60 | Full | VRare | Reliable | Sunrifle | Basic | 3k2 E | 4 | S/8 | 90m | 90 | Full | MRare | Reliable, Storm
| Hawks Talon | Basic
| 4k3 E | 4 | S/10 | 100m | 50 | Full | MRare | Reliable | Hawks Talon Bayonet
| Cavalry | 2k2 R | 6 | - | - | - | - | - | Power Field, Reach, Tearing | Long Las | Basic
| 3k2 E | 0 | S/- | 150m | 20 | Full | UnCom | Accurate, Fire Modes, Reliable | Hellshot | Basic
| 3k2 E | 2 | S/-
| 150m | 10 | Full | VRare | Accurate, Felling(1), Fire Modes, Reliable
| *Ranger Long Rifle | Basic
| 3k2 E | 2 | S/-
| 200m | 20 | Full | Rare | Accurate, Reliable | Multilas | Heavy | 3k2 E | 2 | S/8 | 100m | 120 | 2Full | Rare | Reliable | Hot-Shot Volleygun | Heavy
| 3k2 E | 8 | S/8 | 80m | 80 | 2Full | VRare
| - | Scatter Laser | Heavy | 3k3 E | 2 | -/12 | 100m | 120 | 2Full | MRare | - | **Prism Rifle | Heavy
| 3k3 E | 12 | S/- | 30m | 30 | 2Full | MRare
| Reliable | Beamy Deffgun | Heavy
| 4k4 E | 5 | S/- | 120m | 10 | 2Full | VRare | Gestalt Field, Inaccurate, Recharge, Unreliable
| Hellcannon | Heavy
| 5k5 E | 10 | S/- | 300m | 5 | 2Full | MRare
| Proven |
* Double Pen with a Half-Aim. Triple Pen with a Full Aim** Multiple Prism Rifles can join into a single blast. When using the Aid Another action, and both parties have a Prism rifle, the usual effects can be replaced with the follow; the next attack of the one receiving the aid gains +30m range and +1k0+3 damage per extra rifle (Max 4) PlasmaName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Plasma Pistol | Pistol | 3k3 E | 8 | S/- | 30m | 10 | 4Full | Rare | Overheats, Recharge | Kustom Slugga | Pistol | 3k3 E | 6 | S/- | 20m | 10 | 2Full | Rare | Gestalt Field, Inaccurate, Scatter, Unreliable | Maximal Pistol | Pistol
| 3k3 E
| 8 | S/-
| 30m | 10 | 3Full | VRare | Maximal, Overheats | Plasma Exterminator
| Pistol
| 3k3 E
| 10 | S/2
| 30m | 10 | 2Full | MRare | Maximal, Overheats
| Plasma Gun | Basic | 3k3 E
| 8 | S/2 | 90m | 20 | 8Full | Rare | Overheats, Recharge
| Kustom Blasta | Basic
| 3k3 E
| 6 | S/2 | 60m | 15 | 4Full | VRare | Gestalt Field, Inaccurate, Tearing, Unreliable
| Maximal Gun
| Basic
| 3k3 E
| 8 | S/2 | 90m | 20 | 5Full | VRare | Maximal, Overheats
| Plasma Caliver | Basic
| 3k3 E
| 6 | -/8 | 60m | 40 | 5Full
| VRare | Maximal, Overheats
| Plasma Incinerator | Basic
| 4k3 E
| 10 | S/2 | 90m | 20 | 2Full | NUnique | Maximal | Plasma Cannon | Heavy | 3k3 E
| 10 | S/- | 120m | 16 | 8Full | VRare | Blast(1), Maximal, Overheats
| Kustom Mega-Blasta | Heavy | 3k3 E | 10 | S/- | 60m | 12 | 4Full | VRare | Gestalt Field, Inaccurate, Overheats, Unreliable, Unstable, Volatile
| Plasma Calverin | Heavy | 3k3 E | 6 | S/6 | 80m | 30 | 5Full | MRare | Blast(3), Maximal, Overheats
| Star Cannon | Heavy
| 3k3 E | 12 | S/3 | 120m | 18 | 2Full | NUnique | Reliable, Proven(3) | Heavy Plasma Incinerator | Heavy | 4k3 E | 12 | S/- | 150m | 20 | 4Full | NUnique
| Blast(1), Maximal | Disintegrator Cannon | Heavy
| 3k3 E
| 12 | -/5 | 100m | 30 | 4Full | FabMax | Disintegrate |
PulseName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Pulse Pistol | Pistol | 3k2 E | 4 | S/2 | 40m | 20 | Full | UnCom | Gyro-Stabilized
| Ion Pistol | Pistol
| 3k3 E | 5 | S/2 | 40m | 12 | Full | MRare | Overcharge | Pulse Rifle | Basic | 4k2 E | 4 | S/4 | 100m | 36 | Full
| Rare | Gyro-Stabilized
| Pulse Carbine | Basic
| 4k2 E
| 4 | S/3 | 60m | 30 | Full
| Rare | Gyro-Stabilized
| Carbine Grenade Launcher | Basic
| †
| †
| S/- | 60m | 1 | 2Full | †
| †
| Pulse Blaster | Basic
| 3k3 E
| 5 | S/- | 30m | 15 | Full
| VRare | Breacher, Scatter | Longshot Pulse Rifle | Basic
| 4k2 E | 4 | S/- | 200m | 12 | Full
| VRare | Accurate, Tearing | Ion Rifle | Basic
| 3k3 E
| 5 | S/4 | 110m | 24 | Full
| VRare
| Overcharge
| Rail Rifle | Basic
| 3k3 I
| 10 | S/- | 150m | 12 | Full
| MRare
| Felling(1), Proven(3) | Burst Cannon | Heavy | 3k2 E | 4 | -/6 | 60m | 40 | 2Full | Rare
| Gyro-Stabilized
| Fusion Blaster | Heavy
| 4k3 E | 12 | S/- | 20m | 8 | 2Full
| VRare
| Breacher | Ion Blaster | Heavy
| 3k3 E | 6 | S/6 | 80m | 60 | 2Full
| MRare
| Overcharge
| Heavy Rail Rifle | Heavy
| 4k4 I | 12 | S/- | 300m | 12 | 2Full
| FabMax | Felling(2), Proven(3), Tearing |
BoltName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Bolt Pistol | Pistol | 4k2 X | 6 | S/- | 30m | 8 | Full | Rare | Tearing | *Stalker Pistol | Pistol
| 4k2 X | 6 | S/- | 30m | 8 | Full | Rare | Tearing | Heavy Bolt Pistol | Pistol | 4k2 X | 8 | S/- | 40m | 12 | Full
| VRare | Tearing (-1k0 to attack rolls unless both hands are used) | Boltgun | Basic
| 4k2 X | 6 | S/3 | 90m | 24 | Full
| VRare | Tearing | *Stalker Boltgun | Basic
| 4k2 X
| 6 | S/- | 200m | 24
| Full | VRare | Accurate, Tearing
| Storm Bolter | Basic
| 4k2 X | 6 | S/4 | 90m | 40 | Full
| VRare | Storm, Tearing
| Bolt Rifle | Basic
| 4k2 X | 8 | S/5 | 120m | 30 | Full
| MRare | Tearing
| *Stalker Bolt Rifle | Basic
| 4k2 X | 8 | S/- | 250m | 30 | Full
| MRare
| Accurate, Tearing
| Assault Bolter | Basic
| 4k2 X | 8 | S/6 | 60m | 30 | Full
| MRare
| Armored, Tearing | Heavy Bolter | Heavy | 4k2 X | 8 | -/6 | 120m | 60 | 2Full | VRare
| Tearing | Redemption Bolter | Heavy
| 4k2 X | 10 | S/10 | 150m | 100 | 2Full
| MRare
| Reliable, Tearing |
* Treat weapon as if it had a Silencer. If used with Stalker Bolt rounds, then firing the weapon is completely silentMeltaName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Inferno Pistol | Pistol | 4k3 E | 12 | S/- | 10m | 3 | Full | VRare | Melta | Fusion Pistol | Pistol
| 4k3 E | 13 | S/- | 10m | 5 | Full | MRare | Melta, Reliable | Gamma Pistol | Pistol | 4k3 E | 8 | S/- | 15m | 10 | 2Full
| NUnique | Irradiated, Melta | Meltagun | Basic
| 4k3 E | 12 | S/- | 20m | 5 | 2Full
| Rare | Melta | Fusion Gun | Basic
| 4k3 E | 13 | S/- | 20m | 10 | Full | VRare | Melta, Reliable
| Firepike | Basic
| 4k3 E | 13 | S/- | 60m | 10 | 4Full
| MRare | Irradiated, Melta, Reliable
| Heat Lance | Basic
| 4k3 E | 15 | S/- | 50m | 10 | 2Full
| FabMax | Accurate, Melta
| Multi Melta | Heavy
| 4k3 E | 12 | S/- | 60m | 12 | 2Full
| VRare
| Blast(1), Melta
| Melta Cannon | Heavy
| 4k3 E | 12 | S/- | 60m | 12 | 2Full
| MRare
| Blast(5), Melta |
FlamerName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Hand Flamer | Pistol | 3k2 E | 4 | S/- | 10m | 3 | 2Full | VRare | Flame, Spray | Flamer | Basic | 3k2 E | 6 | S/- | 20m | 6 | 2Full | Rare | Flame, Spray | Assault Flamer | Basic
| 3k2 E | 6 | S/- | 20m | 10 | 2Full
| VRare | Flame, Reliable, Spray | *Scorcha | Basic
| 2k2 E | 2 | S/- | 20m | 5 | Full
| UnCom | Flame, Gestalt Field, Spray, Unreliable | **Burna | Basic
| 3k2 E | 6 | S/- | 20m | 10 | 2Full | VRare | Flame, Gestalt Field, Spray, Unreliable | Dragons Breath Flamer | Basic
| 4k3 E | 3 | S/- | 30m | 20 | Full
| NUnique | Flame, Spray
| Destructor | Basic
| 4k3 E | 0 | S/- | 20m | 10 | Full
| FabMax | Corrosive, Excruciating, Spray, Toxic | Heavy Flamer | Heavy | 3k2 E | 8 | S/- | 30m | 10 | 2Full
| VRare
| Flame, Spray | Heavy Incinerator | Heavy
| 4k2 E | 6 | S/- | 50m | 24 | 2Full
| MRare
| Blast(1), Flame |
*With a successful Tech-Use Test (TN 15) converts a sorcha into a blowtorch. Stats: 3k2 I, 4AP, Gestalt Field, Unwieldy **With a successful Tech-Use Test (TN 15) converts a Burna into a blowtorch. Stats: 4k2 I, 4AP, Gestalt Field, Power Field, Two Hands, UnwieldySyrnethName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Arc Pistol | Pistol | 4k2 E | 3 | S/2 | 15m | 10 | 2Full | Rare | Haywire(1), Reliable, Shocking | Voltaic Pistol | Basic | 4k2 E | 3 | S/2 | 20m | 10 | 2Full | VRare | Blast(1), Haywire(1), Shocking | Arc Rifle | Basic
| 4k2 E | 3 | S/4 | 50m | 20 | 2Full
| Rare | Haywire(2), Reliable, Shocking | Arc Thrower | Basic
| 4k2 E | 3 | S/- | 15m | 20 | 2Full
| VRare | Haywire(0), Shocking, Spray | Voltaic Launcher | Basic
| 4k2 E | 4 | S/- | 60m | 10 | 2Full | MRare | Blast(2), Haywire(2), Shocking | Tesla Cannon | Heavy
| 4k2 E | 6 | S/- | 50m | 5 | Full
| VRare | Blast(1), Haywire(5), Shocking
| Heavy Arc Rifle | Heavy
| 4k2 E | 6 | S/5 | 90m | 50 | 2Full
| MRare | Haywire(3), Reliable, Shocking
| Shokk Attack Gun | Heavy | 5k4 E | 1d10 | S/- | 200m | 8 | 2Full | NUnique | Blast(3), Gestalt Field, Inaccurate, Orgone Array, Overheats, Unreliable, Unstable |
ShurikenName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Shuriken Flintlock | Pistol | 2k2 R | 2 | S/- | 30m | 20 | Full | UnCom | Razor Sharp | Shuriken Pistol | Basic | 2k2 R | 3 | S/5 | 30m | 40 | Full | Rare | Razor Sharp, Reliable
| Shuriken Musket | Basic
| 2k2 R | 2 | S/3 | 100m | 60 | Full
| UnCom | Razor Sharp
| Shuriken Blunderbuss
| Basic
| 3k2 R
| 3 | S/- | 30m | 30 | Full
| UnCom
| Razor Sharp, Scatter
| Shuriken Catapult | Basic
| 2k2 R | 3 | S/10 | 80m | 80 | Full
| Rare | Razor Sharp, Reliable
| Avenger Shuriken Catapult
| Basic
| 2k2 R | 3 | S/10 | 80m | 80 | Full | VRare | Razor Sharp. Reliable, Tearing
| Shuriken Gatling | Heavy
| 3k2 R | 3 | -/5 | 60m | 50 | 2Full
| Rare | Razor Sharp
| Shuriken Cannon
| Heavy
| 3k2 R | 4 | -/10 | 80m | 100 | 2Full
| VRare | Razor Sharp, Reliable
| Shrieker Cannon | Heavy | 3k2 R
| 4 | S/- | 200m | 20 | 2Full
| NUnique | Razor Sharp, Reliable, Virulent
|
SplinterName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Splinter Pistol | Pistol | 2k2 R | 3 | S/3 | 30m | 30 | 2Full | Rare | Toxic | Stinger Pistol | Basic | 2k2 R | 3 | S/3 | 30m | 18 | 2Full | MRare | Felling(1), Toxic | Splinter Rifle | Basic
| 2k2 R | 3 | S/5 | 80m | 60 | 2Full
| VRare | Toxic | Splinter Rifle Bayonet
| Cavalry
| 2k2 R
| 3 | - | - | - | -
| - | Reach | Shredder | Basic | 4k2 R | 2 | S/- | 60m | 12 | 2Full
| VRare | Blast(3), Reliable, Tearing | Shardcarbine | Basic
| 2k2 R | 3 | S/5 | 80m | 120 | 2Full | MRare | Storm, Toxic | Shardcarbine Bayonet
| Cavalry
| 2k2 R | 5 | - | - | - | - | - | Reach | Ossefactor
| Basic
| 2k2 R | 3 | S/- | 50m | 10 | 2Full | MRare | Tearing, Virulent | *Hexrifle | Basic
| 2k2 R | 2 | S/- | 180m | 1 | Full
| FabMax | Accurate, Felling(2) | Splinter Cannon | Heavy | 3k2 R | 4 | -/10 | 100m | 100 | 3Full
| VRare | Tearing, Toxic | Splinter Pod | Heavy | 3k2 R
| 4 | S/3 | 70m | 200 | 5Full
| MRare | Storm, Tearing, Toxic
|
* If the target suffers a wound from this weapon, the target becomes infected with a disease that causes the victims body to crystalize. Targets HP and Resilience is halved and the only way to treat the infection is to pass a Medicae Test (TN 25) in a fully stock medical environment with specialized toolsVolkiteName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Volkite Serpenta | Pistol | 4k2 E | 4 | S/- | 30m | 10 | Full | MRare | Deflagrate | Volcano Gun | Basic | 4k2 E | 5 | S/- | 20m | 10 | 2Full | VRare | Breacher, Deflagrate | Volkite Charger | Basic
| 4k2 E | 4 | S/3 | 60m | 18 | 2Full
| VRare | Deflagrate | Volkite Caliver | Basic | 4k2 E | 4 | -/5 | 120m | 40 | 2Full
| MRare | Deflagrate, Recharge | Volkite Facula | Basic | 4k2 E | 4 | S/- | 150m | 12 | 2Full
| MRare | Accurate, Deflagrate, Recharge | Volkite Blaster | Heavy
| 4k2 E | 6 | S/4 | 100m | 40 | 3Full | MRare | Deflagrate, Tearing | Volkite Culverin
| Heavy
| 4k2 E | 6 | S/10
| 100m | 80 | 6Full | NUnique | Deflagrate, Tearing, Twin Linked
| Volcano Cannon
| Heavy
| 4k3 E | 8 | S/- | 50m | 20 | 3Full | NUnique | Blast(3), Breacher, Deflagrate
|
GravName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Grav Pistol | Pistol | 3k2 I | 6 | S/- | 15m | 6 | Full | MRare | Concussive, Graviton | Dark Matter Pistol | Pistol | 3k2 X | 16 | S/- | 20m | 6 | 2Full | NUnique | Felling(1), Proven(3) | Gravgun | Basic
| 4k2 I | 6 | S/3 | 30m | 9 | 2Full
| VRare | Concussive, Graviton | Dark Matter Gun | Basic | 4k2 X | 16 | S/- | 50m | 9 | 3Full
| MRare | Felling(1), Proven(4)
| Grav Cannon | Heavy | 4k2 I | 10 | S/6 | 70m | 12 | 3Full
| VRare | Concussive, Graviton | Dark Lance
| Heavy
| 4k3 X | 16 | S/- | 140m | 20 | 4Full | NUnique | Felling(1), Proven(5)
| Integration Cannon | Heavy
| 4k4 I | 8 | S/-
| 100m | 6 | 4Full | NUnique | Blast(3), Concussive, Graviton
|
LaunchersName | Type | Damage | Pen | ROF | Range | Clip | Reload | Availability
| Properties | Pokkit Rokkit | Pistol | † | † | S/- | 10m | 1 | Full | Rare | †, Gestalt Field, Inaccurate, Unreliable | Grenade Launcher | Basic | † | † | S/- | 60m | 6 | 2Full | Rare | † | Grenade Rifle
| Basic
| † | † | S/- | 100m | 1 | Full
| Rare | † | Missile Launcher | Heavy | † | † | S/- | 200m | 1 | Full
| Rare | †
| Rokkit Launcha | Heavy | † | † | S/- | 100m | 1 | Full
| Rare | †, Gestalt Field, Inaccurate, Unreliable | Salvo Missile Launcher | Heavy
| † | † | S/- | 300m | 5 | 2Full | VRare | †
| *Smart Missile Launcher | Heavy
| † | † | S/3
| 150m | 6 | 2Full | MRare | †
| Mortar | Heavy
| †
| †
| S/-
| 50-300m | 1 | Full | Rare | †, Inaccurate, Indirect(1)
| Automatic Mortar | Heavy
| †
| †
| S/5
| 25-200m | 5 | 4Full | VRare | †, Inaccurate, Indirect(2)
|
* Can be fired without line of sight to the target, using the wielder's Intelligence instead of Ballistic Skill to make the test Grenades, Missiles, Mines, & MortarsName | Type | Damage | Pen | Range | Availability
| Properties | Plasma Grenade | Thrown | 3k3 E | 10 | STR*3 | VRare | Blast(1) | Incendiary Grenade | Thrown | 3k2 E | 6 | STR*3 | UnCom | Blast(3), Flame | Haywire Grenade | Thrown
| 4k2 E | 3 | STR*3
| Rare | Haywire(3) | Tube Charge | Thrown
| 4k3 X | 0 | STR*2 | Rare | Blast(4) | Melta Grenade | Thrown | 5k5 E | 10 | STR*3 | MRare | Blast(2), Melta | Warp Grenade | Thrown
| 4k2 E | 0 | STR*3
| NUnique | Orgone Array, Warp Weapon | Plasma Missile | - | 3k3 E | 10 | - | MRare | Blast(3) | Scatter Missile | -
| 4k2 X | 0 | - | Rare | Blast(10) | Grav Missile | -
| - | - | - | MRare | Blast(5) (Does same effect as Grav Bomb) | Warp Missile
| -
| 4k2 E | 0 | - | NUnique | Orgone Array, Warp Weapon
| Mine | Placed | 4k2 X | 0 | - | Com | Blast(2) | Krak Mine | Placed
| 4k2 X
| 10 | - | UnCom | - | Incendiary Mine
| Placed
| 3k2 E
| 6 | - | UnCom | Blast(1), Flame
| Plasma Mine
| Placed
| 3k3 E | 10 | - | VRare | Blast(1)
| Haywire Mine
| Placed
| 4k2 E
| 3 | - | Rare | Haywire(3)
| *Tube Charge | Placed
| 4k3 X
| 0 | - | Rare | Blast(4)
| **Demolition Charge | Placed
| 5k4 X | 0 | - | VRare | Blast(5)
| Melta Bomb | Placed
| 6k6 E | 12 | - | VRare | Blast(4), Flame, Melta
| Frag Shell | Mortar | 4k2 X | 0 | - | Com | Blast(4) | Heavy Frag Shell | Mortar
| 4k3 X | 5 | - | Rare | Blast(8), Concussive | Plasma Shell
| Mortar
| 3k3 E | 10 | - | VRare | Blast(2) | Infernus Shell | Mortar
| 4k2 E | 4 | - | Rare | Blast(8), Flame
|
* Can also connect to a timer or trigger, requires a Tech-Use test (TN 15) to set. +2 Damage and +1 to Blast for each additional Tube Charge **Can also connect to a timer or trigger, requires a Tech-Use test (TN 15) to set. +5 Damage and +2 to Blast for each additional Demolition ChargeWeapon ModsWeapons can only have 4 mods at a time Ranged ModsAdv. Auxiliary Shotgun - UnCom - Basic - As a Shuriken Blunderbuss, but with Clip 1. Can fire either this or the main weapon in a turn, but not both. Stats: 3k2R, 3AP, S/-, 30m, 1, 2Full, Razor Sharp, Scatter
Adv. Auxiliary Shotgun Mk.II - Rare - Basic - As a Pulse Blaster, but with Clip 1. Can fire either this or the main weapon in a turn, but not both. Stats: 3k3I, 5AP, S/-, 30m, 1, 2Full, Scatter, Breacher
Auxiliary Grenade Launcher - Rare - Basic - As a Grenade Launcher, but with Clip 1. Can fire either this or the main weapon in a turn, but not both. Effects depend on grenade used. Stats: * * S/-, 60m, 1, Full, *
Auxiliary Shotgun - Com - Basic - As a Shotgun, but with Clip 1. Can fire either this or the main weapon in a turn, but not both. Stats: 3k2I, 0AP, S/-, 30m, 1, 2Full, Scatter
Backpack Ammo Supply - Rare - Ranged (Basic/Heavy) - Clip becomes x5 of the weapons unmodified original clip size. Requires 5 minutes to reload and Jams lose 1 clip worth of ammo and don't require reloading.
Belt Feed - UnCom - Ranged (Ordinary, Bolt) - Adds 2 to the Full Auto ROF. Basic and Heavy Clip size increases to 100 unless it is already larger and Pistol Clip size increases to 50 unless it is already larger, becomes Unreliable.
Bigger Barrel - Com - Pistol - +10m to weapons range
Bipod - Rare - Basic/Heavy - Used to brace anywhere. A tripod has a 90-degree arc.
Blaster - Rare - Ranged (Ordinary) - No longer fires solid projectiles, but blasts of energy. AP becomes 1d10 and the damage becomes E, but gains Overheats. If AP of unmodified weapon is above 10, then add a bonus to the 1d10 roll. i.e. 12AP = 1d10+2
Blast Furnace - VRare - Ranged (Melta or Plasma) - Weapon gains the Breacher quality but clip size is halved
Calamity Vent - VRare - Overheats - When weapon Overheats, roll 1d10. 4+: overheat nullified. 3 or lower: wielder is hit in the Body with full Damage and Pen. Don't lose a round to cooling.
Carbine - * - Ranged (Pistol) - Type becomes Basic, range is doubled. *Rarity is 1 level less of ranged weapon being modified. Minimum rarity of UnCom
Chain Attachment - UnCom - Basic - Counts as Chain Knife in melee. Stats: 2k2R, 4AP, Tearing
Charged shot – VRare – Pistol/Basic (Energy weapons except Flame) – Gives weapon the Overcharge property. However, weapon must Recharge after the shot is fired.
Combi-Weapon - * - Ranged - Gain the Combiweapon or Twin-Linked quality. *Rarity depends on ranged weapon being added
Compact - UnCom - Pistol/Basic - Compact weapons are easy to conceal, raising the TN to discover them by 10. When firing a Compact Basic weapon with one hand, you do not suffer the normal penalties to attack. Halves the clip size of the weapon.
Consecrated Filter Canister - VRare - Flamer - Grants the Cleansing Fire and Sanctified qualities for 5 rounds once per scene.
Disabled Safety - Rare - Ranged (Full-Auto) - Add a free Raise to all successful Ballistics tests on Full-Auto.
Energy Generator - Rare - Ranged (Except Flame) - +2k0 Damage (type becomes E if not already), but gains Overheats and Unstable.
Extended Barrel - UnCom - Ranged - Increase range and weight by 50%.
Exterminator - UnCom - Basic - A weaker under barrel one-shot flamer. Stats: 3k2E, 4AP, S/- 10m, 1, Spray Flame
Extended Magazine - UnCom - Ranged - Increases Clip by 50%.
Extra Barrels - Rare - Ranged (Full-auto) - Adds another barrel. Weapon gains Storm and Inaccurate. If it already had Inaccurate, loses Reliable or gains Unreliable if Reliable isnt present.
Extra Grip - Com - Basic - One hand without penalty, range halved.
Fire Selector - VRare - Pistol/Basic (Ordinary, Bolter, Shuriken, Splinter) - The wielder can choose between three different clips of ammunition types at the beginning of each turn. Functions the same as Jumbo Magazine except 1/4 of the increased clip is used for different ammo. i.e. clips size is 24, meaning the two other ammo types are 12 each.
Flashlight Attachment - Com - Ranged(Pistol/Basic) - Functions as a basic flashlight. Provides 12m of light in a 30-degree cone.
Forearm Weapon Mounting - UnCom - Pistol - Can use pistol while keeping hands free. Reduces range of weapon by 1/3.
Grapnel Mounting - UnCom - Pistol/Basic - Counts as grapnel and line. Fires grappling hook with 100m wire line attached for Basic weapons, 50m for Pistols.
Gubbins – Rare – Ranged – Gives the Gestalt Field property to the weapon
Guided Targeter - VRare - Basic - Sight. Half Aim as a reaction
Gun Carriage - UnCom - Heavy - Half Action to attach or remove. While attached, has a 45-degree fire arc and counts as Braced. Can be carried with a Full Move, but the carrier loses his Reaction.
Gun Shield - UnCom - Heavy - Grants Cover (4 AP) to gunner and one other person. Requires Gun Carriage to be mobile.
Heavy Duty Capacitors - VRare - Ranged (Energy Damage except Flame weapon) - Gives the weapon the Volatile quality but halves the range of the weapon
Jumbo Magazine - Rare - Ranged - Double clip size. Increases reload time by 1Full
Loudner - UnCom - Ranged (Ordinary, or Bolt) - Targets suffer a -5 to all Pinning tests. Cannot gain the effects of a Silencer, even if the weapon has an in-built one.
Loyalty Spirit (Voice) - UnCom - Any non-primitive ranged - Locks a device to its owner using their voice. May be bypassed with a Tech-Use (TN 15) or Larceny (TN 20) test.
Loyalty Spirit (Prints) - Rare - Any non-primitive ranged - Locks a device to its owner using their fingerprint or appropriate skin sample. May be bypassed with a Tech-Use (TN 20) or Larceny (TN 25) test
Loyalty Spirit (Genes) - VRare - Any non-primitive ranged - Locks a device to its owner using their genetic signature. May be bypassed with a Tech-Use (TN 25) or Larceny (TN 30) test
Loyalty Spirit (Arcane) - MRare - Any non-primitive ranged - Locks a device to its owner using their very soul or other seemingly impossible method. Impossible to bypass.
Mag-Lock Holster - Rare - Ranged (Pistol/basic) - May ready a weapon with this upgrade as a Free Action.
Manual Operation - UnCom - Ranged (Full-Auto) - Fire mode becomes S/-/-, loses Unreliable or gains Reliable.
Marker Lights - MRare - Ranged - As a Full Action, the user may make a Ballistic Test (TN 15) to illuminate his target. If succeeds, the target is Marked until the beginning of the users next Turn. Any character who makes a Ranged Attack against the Marked target count as benefiting from a Full Action Aim Action if they have equipment that can see Marker Lights.
Matter Destabilizer - VRare - Ranged (Ordinary, Shuriken, Splinter) - Makes projectiles explode on impact. Weapon Damage becomes X and gains Tearing.
Matter Energiser - Rare - Ranged (Ordinary, Shuriken, Splinter) - Fires shards of hot metal and shrapnel instead of bullets. Halve range, but damage becomes Rending if it isnt already and gains Tearing and Scatter.
Melee Attachment - Com - Basic - Counts as melee weapon. Stats: 2k2R, 0AP, Reach
Micro - MRare - Pistol/Basic - 1/4 weight and range, -1k0 Damage. Basic weapons become Pistols, and TN for tests to find any of these weapons increase by 20. Ammunition becomes two steps harder to find.
Microfusion Breeder – Rare – Ranged (Recharge) – Removes the Recharge quality from a weapon but reduces the range by 1/3 and damage by -1k0.
More Shooty - Com - Ranged - An Orkish weapon mod that makes the bullets the weapon fires more... shooty. Adds +1 to Damage and Pen
Mono-sight - Rare - Basic - Sight. Allows the user to see and aim from the weapon's perspective, enabling the user to shoot through corners without exposing the rest of their body. Requires at least a Half Action Aim to use.
Motion Predictor - VRare - Ranged (Full-auto) - +10 to Ballistics when firing on Full Auto.
Omni-Scope - NUnique - Basic - Sight. Combines Preysense, Red-Dot, and Telescopic scopes.
Overcharged Calibrating - Rare- Pistol/Basic (Las, Volkite) - +1k0 Damage, halves Clip size
Photo Sight - VRare - Basic - Sight. No penalties due to darkness.
Pistol stock – Rare – Pistol (Ordinary, Bolt, Shuriken, Splinter) – Adds a shoulder stock to the weapon. Full Auto ROF x2 if it is 0 then it becomes 3.
Preysense Sight - MRare - Basic - Sight. No penalties due to darkness, +2k0 to visual Perception tests in the dark.
Pulse Accelerator – VRare – Ranged (Pulse or Plasma) – Increases the Range by %50
Pyre-Lance Nozzle - Rare - Melta - +10m to range but halves clip size
Recoil Baffling - VRare - Ranged (Full-Auto) - Allows user to move during Full Auto without penalty
Red-Dot Laser Sight - UnCom - Pistol/Basic - Sight. 1 free raise to Ballistics when fired on single shot.
Sanctified Weapon - VRare - Any (Good or Best Craftsmanship) - Adds the Sanctified quality.
Sawn-Off - Com - Pistol/Basic (Ordinary, Bolt, Shuriken, Splinter) - Reduce range and weight by 25%, add +2 Damage at Short Range or closer.
Silencer - Com - Pistol/Basic (Ordinary) - Awareness tests to hear this weapon take a -2k0 penalty and can only be attempted at half the normal distance.
Speed loader - VRare - Ranged (Except for Primitive) - Reduces reload time by half
Spoor Targeter - VRare - Ranged (single-target - no Spray, Blast, etc) - Sight. Prevents firing on an ally. No penalty for firing into melee.
Stabilizer Harness - UnCome - Heavy - Counts as Auto-stabilized but gives -2k0 to all movement related tests when worn.
Starflare Vents - VRare - Plasma or Pulse - Reduce the weapon range to a quarter, and its RoF to S/- if it wasn't already. Clip size is halved. Gain the Flame quality.
Strobe Light - UnCom - Pistol/Basic - A flashlight attachment that rapidly flashes in an erratic pattern causing visual sensory overload to those who look at it. In a 30-degree cone, those within 8m and have direct line of sight of the user suffer from the Dazzled condition.
Soul Sight - MRare - Ranged - Sight. Wielder can take a Full Action aim to negate all vision penalties against any target with a soul.
Suspensors - MRare - Heavy - Halves weight, user always counts as Braced.
Symbol of Sanctity - UnCom - Ranged - Wielder can attempt to clear a Jam as a Free Action once per scene.
Targeter - Rare - Ranged – Increase Ballistics rolls by 1k0.
Target lock - MRare - Ranged - When aimed at a target, you dont lose the aim bonuses when doing any reactions (i.e. taking a dodge action).
Telescopic Sight - UnCom - Basic - Sight. Ignore penalties for long and extreme range with a Full Action Aim.
Vented Nozzle - VRare - Ranged (Melta) - Gives the melta weapon the Scatter quality and reduces the range by half. Due to the extra venting ports the weapon also becomes Reliable if not already.
Vox-Operated - Rare - Ranged (non-Primitive) - All functions on the weapon can be voice activated, should your hands for whatever reason be unable to fire. Also controls weapon modifications as well (i.e. turning Flashlight on/off)
Whisper-Bolt Discharger - Rare - Pistol/Basic (Las) - Makes a las-beam harder to see and hear. Perception-based tests to notice suffer a -2k0 and can only be attempted at half normal range. -5 to damage. Melee modsAdamantine Hilt Guard - Rare - Melee - Adds two free Raises to successful Disarm tests and +2 AP to the Arm location.
Discharge Pack - UnCom - Melee - Grants the Shocking quality for 5 rounds once per scene.
Duelist's Grip - Rare - Melee (Balanced) - 1 Raise to Parry tests made with the weapon.
Energy Generator - Rare – Melee (Except for Power) - Gains Power Field, +1k0 Damage and +2 Pen.
Force - VRare - Melee (Except for Power) - Gives the weapon the Force property
Guardian Spear - * - Melee (Two-handed, Reach) - The weapon has the same effects as the CombiWeapon quality. Can only use Pistol or Basic ranged weapons. *Rarity depends on ranged weapon being added
Lathe - VRare - Melee (Except Chain and Power) - Loses Primitive, +2 Damage, +3 Pen, immune to Power Field, and +1k0 Weapon skill.
Mag-Lock Scabbard - Rare - Melee - May ready a weapon with this upgrade as a Free Action.
Mono - UnCom - Melee (Except Chain and Power) - No longer has Primitive quality, +2 Penetration.
Promethean Coating - Rare - Melee (Chain or Power) - Grants the weapon the Flame quality
Sanctified Weapon - VRare - Any (Good or Best Craftsmanship) - Adds the Sanctified quality.
Serrated - Rare - Melee (Except Power) - Increases damage by +2 and gains Tearing. If it already had Tearing, damage increase becomes +4 instead.
Sorcerers Runes - Melee (Except for Power) - Gives the weapon the Witch Edge property
Storm Field - VRare - Melee (Power) - +2 Damage and Pen. Automatically destroys any susceptible weapon in a parry. If rolled a number of 1's greater then his level, the wielder hits himself.
Tox Dispenser - Rare - Melee (Except Power) - Free action to gain Toxic for one round. May use up to ten times before refilling.
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Post by masmanus on Sept 18, 2021 21:29:52 GMT -6
...what? DEUS VULT, whose fluff can be summarized as KILL THE MUTANT BURN THE HERETIC, is appropriate to have such a passive action as Healing Surge as its school action? I mean, stacking some maneuver bonuses onto a healing surge would let you take that passive action and turn it into more smackdown (something like "-1k0 to hit, +2k0 damage on first standard attack after a healing surge"). I.e. even your heals burn the heretics.
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Post by Amanojyaku on Sept 18, 2021 22:28:18 GMT -6
Except that's an action spent not violently murdering the heretic.
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Post by insertnamehere on Sept 18, 2021 22:50:06 GMT -6
Here some more stuff for weapons. Specifically ammuniton OrdinaryAcid Shells - VRare - Shotguns (Scatter) - Damage becomes 3k3 E and Pen becomes 0. Each successful hit reduces targets AP by 1, which can be repaired with a Tech-Use test (TN 15 per AP lost). If the target doesn't have any AP then treat it as a +1 to damage
AP Rounds - UnCom - Pen +2
Hyper-Density Rounds - Rare - Reduce range by half, damage becomes I if not already, +2 pen, gains Concussive, & Tearing. Loses Scatter
Inferno Shells - Rare - Shotgun (Scatter) - Gain the Flame quality
Smart Bullets - NUnique - Ordinary (Except Scatter) - Gain 2 Free Raises in Ballistic rolls and can bypass half of Cover AP.
Organgrinder rounds - VRare - gains Crippling(1)
Tempest Shells - VRare - Shotguns (Scatter) - Damage becomes E and gains Shocking LasOne-Shot Charge Pack - UnCom - Pistol/Basic - Damage increases by +0k1, Pen +5, Clip becomes 1, gain Tearing, loses Reliable
Molecular Combustion Charge Pack - Rare - Gains the Flame property PlasmaMicroburst Flask - MRare - -5 damage, +2 Pen, +10m range, weapon loses Overheats. Remove 1Full reload
Purified Plasma - VRare - Removes Overheats property PulseHyper-Density Rounds - MRare - I damage - Reduce range by half, +2 pen, gains Concussive.
Microburst Flask - VRare - E damage - -5 damage, +2 Pen, +20m range, weapon loses Overheats. BoltAcid Bolt - VRare - Damage becomes 3k3 E and Pen becomes 0. Each successful hit reduces targets AP by 1, which can be repaired with a Tech-Use test (TN 15 per AP lost). If the target doesn't have any AP then treat it as a +1 to damage
Hyper-Density Rounds - Rare - Bolt (Pistol/Basic) - Reduce range by half, damage becomes I if not already, +2 pen, gains Concussive, & Tearing. Loses Scatter
Inferno Bolts - Rare - Gain the Flame quality
Kraken Bolt Rounds - Rare - Pen +4, damage -1k0
Organgrinder Bolts - MRare - gains Crippling(1)
Stalker Bolt Rounds - VRare - Treats the weapon as if it is under the effects of a Silencer. If the weapon is a Stalker Pistol, Stalker Boltgun, or Stalker Bolt Rifle firing the weapon is completely silent.
Tempest Bolt Rounds - VRare - Damage becomes E and gains Shocking FlamerConsecrated Promethium - VRare - Replace Flame with Cleansing Fire and Sanctified
Phosphex - VRare - Replace Flame with Incendiary
Warpleech - MRare- Gains Warps Bane and Crippling(2)(but only against warp entities and Sorcerers) SyrnethOne-Shot Charge Pack - UnCom - Pistol/Basic - Damage increases by +0k1, Pen +5, Clip becomes 1, gain Tearing, loses Reliable ShurikenMolecular Edge - Rare - +3 Pen, loses Reliable
Shrieker Rounds - MRare - Gains the Virulent property. Clip capacity is halved SplinterMolecular Edge - Rare - +3 Pen, loses Reliable
Shrieker Rounds - MRare - Gains the Virulent property. Clip capacity is halved VolkiteOne-Shot Charge Pack - Rare - Pistol/Basic - Damage increases by +0k1, Pen +5, Clip becomes 1, gain Tearing, loses Reliable
Molecular Combustion Charge Pack - VRare - Gains the Flame property ExoticRazer Wire - MRare - Web Pistol & Heavy Webber - Replace Snare with Deadly Snare and damage become 2k2 R, Pen 6
Electric Wire - VRare - Web Pistol & Heavy Webber - Gains the Shocking property
Shrieker Rounds - MRare - Needle Pistol & Needle Gun - Gains the Virulent property.
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Post by Divergent Reality on Sept 18, 2021 23:23:33 GMT -6
Healing Surge would be a great fit for Deus Vult thematically, but current version utilizes AoO apparently. Good to see DEUS VULT receiving critical attention. Flexing to feel good is neat but it is not as pinpoint on butchering non-believers as an all out attack. More to think about with your action uses.
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Post by Divergent Reality on Sept 18, 2021 23:36:17 GMT -6
Thank you for sharing a lot of your content insertnamehere. New stuff is nice to see.
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Post by GuardianTempest on Sept 19, 2021 6:17:42 GMT -6
Quite the catalog you got there. I can't address everything but I'll try to pick my battles. A lot of people do agree with your assessment on the Book 2 rules, since a lot of the homebrew guns as well don't follow it either (apart from the earliest ones). Don't disregard Book 2's weapon qualities entirely though since that's what we were using as a baseline of a special quality's power level. Plus I use the Weapon Creation Rules as a guide when making Trigger weapons. I apologize if I come off as rude, I'm reacting to this list one at a time, even though you've probably already seen the Weapon Property Catalog. In case you haven't already then you can look it up in this thread. Not all of the weapons are in the OP, some of them show up later like Anti-Materiel. Also, my opinions are my own, it doesn't represent the opinions of the entire (small) community. Do note that DtD simplified some of the 40k weapon properties since 1) it's faster that way, 2) the player characters are Exalts and this game operates on a bigger scale of power. It's why Felling only reduces Resilience by one. I recommend any similar weapon quality with a variable nature also be 1. Cleansing Fire: When you said ignoring Armor/Resilience, does that mean the target takes 1d10 wounds outright? That's rather strong. I recommend just making it 1 wound since a lot of variable special qualities from 40k are reduced to 1 in DtD. Exalts stronk, y'see, and most mortal NPCs are made of paper. Also kinda unique to pick Willpower as the test. Concussive: Ah, the other homebrewers also did that, except it's a TN 15 Strength test to avoid being knocked prone. No stunning effect or extra modifier. It's up to the target if they want to stay down, after all. Corrosive: Wouldn't it be easier to say 1d5? Personally I'd drop the Tech-Use test so I can allow kitbashing via Crafts. And auto-wounds are still pretty strong. My suggestion would be that the excess AP reduction is added to the damage roll so it can potentially deal more wounds without insta-gibbing hapless players. Crippling: The wording is a little unclear so I suggest saying "taking actions longer than a Half Action". This way taking two Half Actions on your turn wouldn't trigger it, but Full Actions and extended actions will. Also, I suggest making it only cause one wound and the special quality costs +2 for the sake of simplification. It would affect Weapon Creation (for those who care) as well as Exaltation/class feats that budget weapon points. Crippling 2: Actually, as I typed the above paragraph I came up with a better idea: -1k0 to tests involving that limb. It's still debilitating but it wouldn't shred people over time. Decay: Already addressed. Deflagrate: Already addressed. I think it would be simpler to cut out the first part and the second could be revised to "Targets that die from this weapon explode in a burst of flame, dealing 4k2 E damage to all adjacent characters. Anyone dealt wounds by this explosion makes a TN 15 Dexterity test to avoid getting set on fire." Deadly Snare: Huh, Bear Hug but for weapons. I'd make it cost +2 and Flail only since it's Snare (which is already strong) with free damage. Devastating: I guess? Personally I don't see the need of it since minions rarely come into play (or pose a threat), Blast weapons shred them, and it's oddly hilarious how a single hinting rifle would eliminate them as well since you only roll accuracy. Disintegrate: Oh wow that's exactly the veto'd Weapon Property in the old forum (under the name "Killy"). Any critical damage, even if the target still has Hit Points, would bypass everything else. The local version is a little more fair in comparison. Fast: I'm okay with this, though others might not since it would be superfluous in the face of Flexible. Still, this would be a parallel to Balanced. However as I think about it this wouldn't make sense as it's up to the attacker to be fast, and even a Dex of 1 can swing a sword hard enough to deal damage. Felling: Your version of Felling is rather strong since it multiplies your damage, since it's essentially "Treat target's Resilience as -X lower" Fire Modes: Already done, rejoice! Actually there's two different weapon properties that pull this off: Alternate Fire and Variable Power Setting. Flame: On one hand it's simpler, on the other hand there would be no point as the Imminent confusion, DtD already has a Flame property and this already exists under the name "Fire" (yes it's weird but it avoids overlap). Force: On one hand that looks cool, on the other hand what about the other spellcasters? Also just say "gains Power Field" since weapons with that property can't destroy each other. The one in this community is neater since it's spell school-agonostic and you can combo it with other spells/combos (thus allow you to unleash your custom flavor of spellblade ownnage). Although to my knowledge no player has ever actually used it yet. Channel Weapon No Spell School Test: Charisma + Caster Level TN 20 Reaction Action Attack, Combo-OK, Saving Throw One round. This spell may be cast when the caster makes an attack with a weapon with the Force property, before the attack rolled. On a success, the weapon gains the Power Field property. This spell, and spell combos which include this spell, do not provoke attacks of opportunity. Graviton: Already done, but as a weapon subcategory and not a property. See here and hereGauss: This should never be in the player's hands. In DtD this is listed as an ability exclusive to the Modrons. There is one Sword School and one Gun Kata that lets you do this but it takes a LOT of investment. Gestalt Field: My opinion is that the benefits are so minor and so circumstancial that it might as well not exist at all...unless you're an Overlord. I get why you did this though, to represent Ork weapons. Gyro-Stabilized: Already addressed, keep it to weapons with solid ammunition. Haywire: Oof, crazy bookkeeping. Closest thing would be Hacking with Blast Incendiary: Yeah, that's why the Fire condition exists. Or a house rule that gives Incendiary the saving throw. Indirect: Good news, it's already done as Bouncing Shots! One doesn't really roll where missed shots land since no one really cares about missed shots. Irradiated: Very strong, especially since it lasts for a long time, has no lower limit, and attacks that Characteristic used to defend against this. It's like the old homebrew spell Curse of Years before I revised it. Living Weapon: Split between Living (the drawback), Organic (like Trigger but with Animal Ken) and Biotic (spend resource points or gain fatigue to replenish this weapon) Maximal Power: but why tho Primitive: This is like reverse Proven. Another guy's Primitive special quality allows the target to parry the projectile instead. Proven: Yes I'm commenting on a vanilla weapon property. It's a little crazy since there's 10% chance it'll explode. In 40k (and Adeptus Evangelion) it is the opposite of your Primitive instead (rolls below X are treated as X). It's the grandmaster advantage of Foxhound Protocol and a houserule I'll implement when I GM a game. Sanctifed: Huh. In homebrew it's "can deal extra damage to enemies of this weapon's alignment". It can be used by characters with a different alignment but Sanctified is often paired up with Daemonic. Spray: That's a lot of words when this forum's version was just "Flame (core book) but without testing to roll on fire". Storm: Oof Temporal Leech: Would've been simpler if it's "more wounds than target's Willpower". Twin-linked: Yeah, easy mistake to make. Virulent: Ouch, at least it's not 3d10 wounds and doesn't inflict Diseased. What about inorganic targets like, say, a Warforged? Warps Bane: Rather strong. Not even the dedicated anti-Warp artifact material could match up (Vitawood deals +1k1 to unnatural creatures). Warp Weapon: It would be simpler to simply say "This weapon hits the target's Aura rather than its Armor" Witch Edge: That's what the Force property is also for (just gotta combo it up), plus making it this easy means no one will take Wraithbone weapons (or put ranks in Eldritch Advent). Not gonna lie, I think some of these would be great as a Sword School/Gun Kata advantage. MUHAHAHAHA THANKS FOR HELPING ME COMPLETE MY SWORD SCHOOLS.As for the your weapons.....ah. I'm not commenting on this. For your weapon mods, I think some of them would work better as weapon attachments such as the ones in this post. It contains what I've see from other posters in Zetaboards. They are separate items attached to existing weapons, not modifiers applied when using Weapon Creation. For actual special qualities I've already linked them above. Oh wait, I didn't notice the rarities you added with them. Huh. Auxiliary Shotguns should just be a Combiweapon like the Underbarrel Grenade Launcher. With a clip size of 1, I recommend setting the reload time to Full. The Pump Shotgun taking so long was because you had to insert multiple shells. Backpack Ammo Supply is worded a little weird since the clip size is modified but then references the original clip size when jamming (essentially you lose your entire clip). I think it would be easier to understand if it's worded as "Clip size is multiplied by 5, jams cause you to lose 1/5 of your ammo" or something. Also putting on a backpack doesn't take 5 minutes, unless you mean some other process?
[/hr] Y'know, the only custom ammo in homebrew was Feedback Rounds (Kiritsugu's Origin Rounds) which I made and is an artifact. I don't have a lot to say about your ammo that I haven't already said about the property it references. The custom ammunition gave me some ideas of my own. Flechette Canisters (Launcher): Deal Rending damage, replaces Blast with Directed Explosion (2) and Scatter , targets dealt 3 or more wounds roll Constitution against TN 15 or suffer Blood Loss Hollowpoint Rounds (solid ammunition): +0k1 damage but 0 Penetration and double the target's AP against this attack White Phosphorus (Launcher): Black Smoke, Toxic, FesteringBean Bags (Ordinary): Nonlethal, Sapping, Benign
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Post by masmanus on Sept 22, 2021 9:03:37 GMT -6
Maneuvers not represented in a Sword School: Full Move, Healing Surge, Opportunity Attack, Run, Spend a Hero Point, Tactical Advance, Withdraw Maneuvers not represented in a Gun Kata: Brace, Dodge, Fight Defensively, Focus Power, Full Move, Grapple, Half Move, Healing Surge, Knock Down, Opportunity Attack, Parry, Stand, Use a Skill, Withdraw Skills not represented in a Sword School: Disguise, Pilot, Politics Skills not represented in a Gun Kata: Animal Ken, Brawl, Charm, Drive, Larceny, Pilot, Stealth Just realized I'd forgotten to account for the full range of movement actions when compiling this list, which is to stay that there also aren't any techniques that I could find focused on the Jump, Swim or Climb maneuvers. Related, I've been fiddling with a Jump-based sword school for a few days now, will post hopefully soonish.
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Post by GuardianTempest on Sept 22, 2021 19:33:55 GMT -6
I don't think you need a Sword School for those since they're not "in-combat" actions.
Also, what about Riding Justice?
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Post by Amanojyaku on Sept 22, 2021 19:39:59 GMT -6
Not to mention they can more easily be folded into schools for actual actions. Case in point, Dust Eater is officially a Called Shot school but has a polyamorous relationship with Stand and Fall Prone actions.
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Post by masmanus on Sept 22, 2021 19:51:13 GMT -6
What, you don't think that the lack a climbing-focused gun kata is a glaring issue? /s
Nah you're right, they're hardly essential - just including them here for completeness.
As for Riding Justice - I'd missed the +1 "jump as part of this attack" adder when I was reviewing these (haven't played with that one myself). That makes it a bit of a unicorn in that you technically get access to two maneuvers from one sword school... neat. There's very little overlap with the one I'm working on ATM, so I don't think I'll be stepping on your toes with it.
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Post by insertnamehere on Sept 23, 2021 17:13:40 GMT -6
One more load of homebrew from my old gaming group. I believe this is the last bit of homebrew that's been made (im pretty sure... probably). So give them a gander, would you kindly? AUGMENTICSAetheric Wave-spars – VRare Poor – Same as common but add a further +10 to all rolls on the Psychic Phenomena table.
Common - When a character with this implant Pushes a spell, he may add a +1 bonus to his total Magic School.
Good – Same as common but reduce all rolls on the Psychic Phenomena table by -10, calculated after all other modifiers
Autosanguine – Rare When applying healing, the character is always considered Lightly Damaged, and heals at an increased rate, removing 2 points of Damage per day.
Baleful Eye – Uncom Common - A character with this implant has a weapon in his eye with a Range of 10m. The baleful eye can be fired even if the character’s hands are full and can be used as a Pistol in melee. It also has no Clip Size, however a Jam result causes the character to lose sight in the eye for a number of Rounds equal to the amount of 1's rolled on the attack. Weapon stats: 2k2 E Pen 0
Best - Same as Common except weapon damage is 3k2 E, Pen 7
Belisarians Furnace – NUnique If the user suffers Critical Damage that would kill them, the Furnace automatically activates. The user immediately gains HP equal to double their Constitution and treat any further Critical Damage as if the character was under the effect of Stimms. The Furnace lasts for 1 Scene and the character is under the effect of the Frenzy feat for the duration. After the effects subsided the user suffers 5 Fatigue points. The implant can only do this once and needs at least 1 month’s time before it can do its effects again.
Betcher’s Gland – VRare The user may spit acid at his foes. This acts as a ranged weapon (1k1E, 4AP, 3m, Toxic). If the user gains three or more raises on his Ballistic Skill Test against the targets Static defence, he may also blind the opponent for 1d5 Rounds. At the GM’s discretion, the user may also slowly chew his way through nearly any nonliving substance. The rate at which he does so is at the GM’s discretion (one example includes chewing through iron bars - this would be roughly at a rate of 4 kg per minute).
Bionic Arm – UnCom Poor - Halve the user's Dexterity score when matters of fine dexterity are involved and Weaponry and Ballistics Tests take a -2k0 penalty when using the limb.
Common - Mirror the function of the owner's arm and hand exactly, retaining strength, dexterity, and sense of touch.
Good - provide a +1k0 bonus on Dexterity Tests requiring delicate manipulation (such as Sleight of Hand) and add +1k0 to Strength Tests using that arm.
Best - Same as Good quality but add a 1 raise bonus to Strength Tests using the arm and can be used to store small items such as pistol ammo clips inside concealed interior compartments
Bionic Heart – Rare A character with this implant gains +2 armor to the gizzards - which stacks with any armor worn - and gains the Fleet of Foot feat.
Bionic Locomotion – UnCom Poor - halve the character's Speed (rounding up) and such characters that attempt to run must succeed on a Dexterity Test (TN 10) or fall at the end of their movement.
Common - Mirror the function of the owner's legs
Good - Grants the Fleet of Foot talent. In addition, they add a +2k0 bonus to Athletics and Acrobatics checks made to jump or leap.
Bionic Respiratory System – Rare Poor - Same benefits as the Common system. However, they are raucously loud affairs and characters take a -2k0 penalty to all Stealth checks involving sound. All Tests involving strenuous physical activity require an extra raise to succeed.
Common - Mimic the action of lungs and keep the body supplied with oxygen. Gain a +2k0 bonus to Tests made to resist airborne toxins and gas weapons.
Good - Count as a full life support system. Meaning that should the user be under the effects of Suffocation, the length of time the user can hold their breath is doubled and should the user fall Unconscious in an environment with no oxygen they lose 1 HP per minute instead of per round. Also, the Respiratory Systems presence may be unnoticeable if designed to be so.
Black Carapace – NUnique The black carapace is a series of many neural ports placed over the body made to connect directly with power armor. This gives the user exceptional control over power armor treating it like a second skin. If not proficient in Power Armor, treat the Static Defense penalty as if you were. If already proficient, remove penalty altogether. Also, increase the Max Dex by 1 when wearing Power Armor.
Blade-tines – Rare Poor - Same bonuses as Common but melee damage is only 0k1 plus Strength without any Penetration.
Common - +1k0 to Medicae Tests involving surgery as well as Intimidation tests to interrogate someone and can be used as a melee weapon in close combat, dealing 1k1+2 (plus Strength Bonus) Rending Damage with a Penetration of 2.
Good – Same ad Common but the weapon gains the Tearing quality.
Best – Same as Good but the weapon also has the Toxic quality.
Calculus Logi Upgrade – VRare Internal computer implants which aid in data retention and processing. The user can rapidly sift through stacked dataslates, parchments, and cogitators, applying intuition to vast reams of data far beyond the capabilities of a normal person. Grants 2 free raises to all Lore and Politics tests.
Catalepsean Node – Rare A small implant placed in the brain of the user. The Nodes function is essentially "turning off" parts of the brain while the user is active and alert allowing him to stay awake for days at a time with no ill effect. The user is able to stay awake for up to 1 week with no ill effects. However, every day after 1 week the user will suffer the appropriate effects of sleep deprivation as it catches up with the user.
Chem Glands – Rare Can hold three doses of any drug and each dose can be a different drug (Stimm, Spook, Bio-Foam, etc.). The character can “gland” any one of these at will and be affected as if taking a dose of the drug as a Half Action by succeeding on a Constitution Test (TN 15). A failed Test does nothing and you waste the Half Action.
Cortex Implants – Rare Poor - Can do little more than restore some function to a corpse, making them a kind of cyber-zombie. The bearer takes -1 to Intelligence and Fellowship.
Common - No effect other than restoring someone injured back to normal.
Good - Reduce the TN of all Lore tests by 5.
Best - Increase Intelligence by 1 and have the same effects as Good quality implants.
Cranial Armor - UnCom +1 AP to the head (stacks with armor).
Cybernetic Senses – Rare Poor - A character with this system takes a -2k0 penalty to Tests made that involve the sense.
Common - Obviously artificial and often oversized, manage to more or less duplicate the approximate range of senses adequately and have no further game effects.
Good - grant the Heightened Senses talent for that particular sense, and a +2k0 bonus to Tests made to resist attacks on the sense itself (deafening noises, blinding flashes and so on). Basic and advanced cyber-eyes may also incorporate telescopic sighs, a full photo-visor, and/or a system allowing the ability to see in the dark. Likewise, basic or advanced cybernetic hearing may also include an internal micro-bead system. Each of these 'extra' upgrades counts as a separate implant for the purposes of cost.
Ferric Lure Implants – VRare Provides the Ferric Lure Feat. However, it requires a successful Willpower Test (TN 15) to use.
Flesh Replenishment – MRare When in contact with a functioning machine, fully charged battery, or other power source, the sub-dermal induction ports can allow the user to siphon off energy into their own body by making a Constitution Test (TN 15). Success removes one level of Fatigue plus one additional level for each raise as the power energizes neural and muscle tissue, or alternatively can recharge their Internal Reservoir if they have that implant as well.
Gastral Bionics – MRare Common - Allows the user to ignore the effects of any ingested toxic foodstuffs or poisons.
Best - Allows the user to survive by eating anything organic (although they may not enjoy doing so, as the bionics do not protect against flavours, textures, spines, spikes, or splinters).
Haemastamen – VRare A device that is implanted into the main blood vessels of the heart that alters the blood cells of the user to be much more effect in carrying oxygen, clotting, and resisting toxins. Turns the user’s blood into a much brighter shade then normal. +1 to Constitution and act as an additional +1 more in terms of total Fatigue.
Helot Augmetics – Rare Give the character an extra limb fitted with a *Breacher. Increases Strength and Constitution Characteristics each by 1, thanks to surgically implanted muscle tissue and bionic skeletal reinforcement. Reduce the character’s Dexterity Characteristic by -1. These implants are performed with little thought given to the level of pain or discomfort they inflict; thus, recipients gain 2d10 Insanity Points. *2k3R, 4AP, Special, Tearing, Unwieldy A Strength of at least 5 is required to wield a breacher as a combat weapon. Weaker characters suffer a -1k0 Weapons penalty for each point of Strength below 5. If a breacher successfully causes Exploding Dice on environmental structures (Buildings, support structures, or rock/concreate) roll the dice twice and take the better result.
Hermetic Infusion – VRare Requires the Autosanguine Implant and user suffers from the following effects. Aside from a greying of the flesh and visible withering of the tissues, Hermetic Infusion has one marked side effect: the users body can no longer use organic blood, and so cannot be treated for Blood Loss or severe injuries by transfusion or regular medical treatments. Instead, the user must look to his own care (if possible) or that of a medical specialist to replace his lost serum.
Common - gains a +1k1 bonus on Tests made to resist toxins, diseases, and radioactive contamination. As well as being allowed to reroll dice for Blood Loss tests but must take the new dice.
Good - As Common, but the bonus on Tests increases to +2k2 and gains the Regeneration(1) trait.
Implanted Equipment – * The effect of Implanted Equipment is the same as the equipment of whatever quality is chosen to be implanted. *The availability of Implanted Equipment is one step higher than the normal equipment of its type.
Injector Rig – UnCom Poor – Can hold three doses but as a shared reservoir. Meaning it can only hold one type of drug.
Common - Can hold three doses of drugs (which can be three different drugs). Can be used as a half action.
Good - Can hold up to five doses.
Best - much like a good quality rig except it can be triggered as a Reaction Action.
Interkeratic Implants – VRare Gain the Dark Sight Trait and are immune to the effects of photon flash grenades. Interkeratic implants tend not to be as obvious in appearance as true bionic eyes, and thus tend to be favoured by those who would prefer not to have their appearance marred by obvious augments.
Internal Blade – VRare Common – A knife is built into the arm, concealing it. Since the weapon is attached to the arm directly, the user cannot be disarmed and sheathing/unsheathing the blade is a Free Action. Stats: 1k2R, Pen 2
Good – Gains Pen +2
Best – Same benefits as Good but also gains +1k0, +2 Pen, and the Power Field Quality.
Internal Reservoir – Rare When fully charged, the user will not gain Fatigue from using Luminen Capacitors either to recharge something or offensively, but can only be done twice before needing to be recharged. The reservoir fully recharges after one day of resting.
Joint Reconfiguration – VRare Increases the pliability of all major joints within the subject’s body, allowing the user to manipulate and contort his body through much smaller spaces. It also reworks the target’s major joints to be completely reversible and able to rotate up to 360 degrees. Gains a +2k0 bonus to all Tests for breaking out of Grapples and restraints. Bonus also applies to fitting into tight spaces and squeezing through narrow openings. Further, he gains a free raise to Dodge Tests, given his ability to move in unpredictable and disturbing fashions. However, this surgery is extraordinarily taxing on the user. When a person undergoes the surgery to gain this enhancement, all Strength tests gain -2k0 penalty.
Larraman’s Organ – NUnique Small golf ball sized artificial organ that releases microscopic organisms within the user’s body that function the same as platelets, clotting up wounds almost instantly. No longer suffer the effects of Blood Loss and gain the True Grit feat
Lock-Arm – Rare character with a Lock-Arm is treated as having +2 Strength dots for the purposes of grappling or restraining a target. In addition, the user gains a +2k0 bonus to damage when making melee attacks using that arm.
Luminen Capacitor – VRare Provides the Luminen Charge feat. However, when the user attempts to charge something, they must pass a Constitution test with TN depends on what level they are trying to charge. Items that give 1 level of fatigue when charging them are at TN 10 and +5 per fatigue level above 1. If the test is failed, you fail to recharge the item but still take the Fatigue.
Lyman’s Ear and Occulobe – VRare Replaces the user’s ears and eyes with versions that are indistinguishable from normal ones. The difference however is that they are far more sensitive to noise and able to notice even the most minute details, respectively. Gains the Heightened Senses (Hearing) and Heightened Senses (Sight) feat.
Machinator Array – VRare Poor - Same bonuses as Common but the bearer can no longer Run or use the Dodge action.
Common - Grants +1 to Strength, -1 to Dexterity, and +1 Resilience. The bearer of a Machinator array weighs nearly three times as much as a normal person and may no longer swim.
Good - Same bonuses as Common but are at least somewhat concealed, looking more like an exotic exoskeleton or suit of armour than an overpowered suit linked to the wearer's nerves.
Best - Same bonuses as Common but can be completely concealed, though when the bearer exerts their full strength, they often seem to 'bulk up'.
Maglev Coils – Rare Using a Half Action, the user may hover off the ground for a number of minutes equal to Constitution * 5 (1 round of combat is 5 seconds). They can hover across bodies of water but cannot maintain altitude above a 100m pit for example. The character must employ a Half Action each Round to concentrate on operating this implant and may use the other Action to move normally. The character can also slow his rate of descent when falling so long as this implant is active when the character reaches the ground, reducing all falling Damage to 1 wound per 5m instead of 2m. Each time the character activates the coils, it drains the stored power and cannot be used again until recharged (which takes 24 hours).
Magnificat – MRare This implant increases the intensity of growth hormones in the user’s body. User gains the following effects: +1 to Size, +1 to Constitution, and +2AP to Arms, Legs, Body, +1AP to Head (Stacks with armor)
Melanchromic Gland – VRare Attached to the lymphatic system controlling the amount of melanin in the user’s skin. When exposed to consistent amounts of heat and/or radiation, the user’s skin will darken to compensate. Completely ignore the effects of extremely hot environments after spending at least 6 hours in said environment. User can hasten the process to 3 hours by passing a Willpower test (TN 20). Also, while under the glands effects, count your Resilience 1 higher for the purposes of calculating damage from E sources (Las weapons, plasma, flamer, etc.)
Memorance Implant – Rare Basically a video and information archive that logs everything the user has ever seen, heard, or thought. +1k0 to tests in social situations where recorded info provides value. Also grants the Eidetic Memory feat.
Mind Impulse Unit – UnCom Poor - Require an Intelligence Test (TN 15) to use because of their crude interface, but otherwise work the same as a Common MIU.
Common - +1k0 bonus to Tech-Use, Pilot, or Drive Tests used in conjunction with devices capable of MIU linking.
Good - +1k0 bonus to Tech-Use, Pilot, Drive, Lore, and Scrutiny Tests when interfaced with MIU systems and often have wireless links that allow them to connect without need of direct plugs.
MIU Weapon Interface – Rare Allows the user to attach a Pistol or Basic ranged weapon to the user’s shoulder which can be mentally operated hands free. Draws power from potentia coil if they have it, unless it fires a solid projectile. In which case it holds as much ammo as the stats for the weapon and must be reloaded by the user. As a Reaction or as a regular Attack Action, you can fire the weapon, but it can be only used the one time per round.
Mucranoid – Rare A series of small artificial glands that secrete a waxy substance instead of sweat that is far more efficient regulating body temperature. The user may re-roll any failed Constitution Tests caused by temperature extremes, such as desert heat or the cold of outer space.
Multi-lung – VRare A secondary pair of artificial lungs are implanted behind the user’s main pair. The user may re-roll any failed Constitution Tests for asphyxiation. In addition, the user gains 3 free raises to Constitution Tests made to resist the effects of gases and may re-roll a failed result but must keep the result of the new roll even if it is worse.
Nerve Induction Tines – Rare Common - When in physical skin on skin contact with someone, the user can make the target feel either great pain or pleasure. Provides +2k0 bonus to Intimidation and Charm so long as the user is touching the target.
Good - Same as Common except it also provides 1 free raise to those tests
Ocular Sight – Rare Common – A cybernetic eye specialized for ranged combat, can activate/deactivate as a Half-Action. When active, user gains 1 dot in Ballistics and a -2k1 penalty to sight based Perception tests, Weapon tests, and Brawling tests due to tunnel vision. Also, the user does not gain any benefits from Point Blank range. When inactive, counts as a cybernetic eye of equivalent quality.
Best – Same as Common except when active, the user gains 2 dots in Ballistics.
Omophagea – NUnique A series of nerve connections that connect to the user’s stomach to their brain. When the user ingests any DNA, RNA or protein sequences related to experience or memory the user gains some of the experiences and memories from the creature they ate from. Can gain access to certain information (such as the whereabouts of a cult’s hidden lair, access codes, and so forth). The information he can access is at the SM’s discretion, keeping in mind what may have been known by the enemy in the first place. In addition, the user can temporarily gain access to a Skill (such as Pilot, Lore, and so forth) that he did not already possess. The Skills he may gain are at the SM’s discretion, depending on the Skills originally possessed by the enemy. The user may access this acquired Skill as an untrained Basic Skill for a number of hours equal to his Intelligence. After this time, the information begins to fade and the Skill is no longer usable by the user (until he devours another portion of an enemy, of course).
Oolitic Kidney – Rare As the name suggests, the implant functions much like a kidney. Gives the user the ability to re-roll any failed Constitution Test to resist poisons and toxins, including attacks with the Toxic property or similar.
Ossmodula and Biscopea – VRare More hormone therapy then an active augment. Two artificial organs are placed into the brain and chest respectively that work together to secrete hormones into the user’s body that promote bone and muscle growth. By the end of the implantation process the user gains +1 to size, Strength, and +2 AP to the Gizzards (stacks with armor) due to the users bones now being denser, protecting the user’s vitals.
Pain Ward – Rare Character can ignore Stun effects and involuntary actions or penalties resulting from the pain of critical damage, being on fire, drowning, and so on. Involuntary actions and restrictions caused by the mechanics of an injury still occur as normal.
Pheromone Generator – VRare Exude unseen but powerful chemicals into the air through modified sweat glands on a Willpower Test (TN 10). Charm Tests will gain +2k0, rising to +2k1 if the test is taken in an enclosed area with little or no strong air movement.
Preomnor – Rare Essentially a small "pre-stomach" that is analyses and filters toxins that enter the stomach. Gives the user +2k1 bonus to resist ingested toxins
Psybernetics – VRare Once implanted, the user gains 2d10 Insanity points as the ability to access the raw power of the Warp floods their psyche (1d10 instead if they are already a Sorcerer). Assuming he is not driven insane, the user gains a Level 1 spell a number of times equal to half his willpower (rounded up). If the user doesn’t have any dots for the Spell School of the generated spell, it is treated as having 1 dot for the purposes of casting spells. If the user later adds a dot to the appropriate spell school, it would still count as 1 dot. Spells gains through Psybernetics can only be cast at Unfettered or Pushed levels.
Respiratory Filter Implant – VRare Allows the user to ignore toxic gases or atmospheric contaminants completely.
Scent Revealer – VRare Common - Gains the Heightened Sense (Smell) and Expert Tracker feats. In addition, when blinded he may locate targets by their smell and only suffers a -2k1 to Ballistic Skill tests and -1k0 penalty to Weapon Skill tests. It is a half-action to flood the eye with chemicals, activating the device.
Good - Impose no penalty to Weapon Skill Tests and only -1k0 to Ballistic Skill tests when blinded.
Best - Include powerful Photovisors or Infra-Red goggle augmentations
Scribe-tines – UnCom The hand and lower forearm are replaced with specialised and sensitive tools ideal for manipulating parchment, autoscribing, dataslate tuning, and other efforts to record and preserve information. While somewhat disquieting in appearance, they are viewed with favor by scholars and knowledge seekers. This implant gives the user a free raise to all Lore skill tests.
Secondary Heart – VRare An implant that is a mix of cybernetic and organic parts is placed in the chest cavity that acts as a backup heart should the users main heart fail for whatever reason. It also works in tandem with the main heart in supplying the user with oxygen and nutrients. When rolling for Blood Loss, roll twice and take the higher result. However, should one of the hearts be unable to pump blood in the body for whatever reason the user loses these benefits.
Setesh Implant – MRare Used by the rich and the powerful, it involves the mummification of the body and placing it within an exoskeleton that covers that body by use of a mechanical augmetic rig. The dying body henceforth is kept alive by this machinery and prevented from dying of either sickness or old age, well past a normal mortal lifespan. Grants a character the Machine (4) trait (except this Trait does not affect his or her mind) and no longer needs to sleep, eat, breath, and no longer ages. HP and Mental characteristics are unchanged. Reduces Weapon Skill, Ballistic Skill and Dexterity to half (round down). Life in one of these devices is nightmarish and painful. The character gains 2d10 Insanity Points. Also, the rotted biology contained within adds +2 to any Critical Effect inflicted against the character
Sinew Coils – MRare Metal coils are literally woven into the muscles of the user, making them stronger, tougher, and sturdier. User gains the Auto-stabilized trait and +1 to Strength and Resilience.
Skeletal Petrification – VRare Metallic fluids are injected into bone marrow in a series of painful operations. The skeletal system incorporates them into the bone structure, making them heavier, stronger, and more damage resistant. Gain the Iron Jaw Feat and gains a +2 bonus to Damage for all unarmed attacks.
Subskin Armor – Rare +2 AP to body, arms, and legs (stacks with armor).
Sus-an Membrane – NUnique The user may voluntarily enter a form of suspended animation. To do so, the must concentrate for 5 Rounds. This implant also automatically activates if the user is knocked unconscious and near death by Critical Damage. While in suspended animation, the users wounds will not deteriorate or heal and will be preserved indefinitely unless someone does more physical harm to the user while they are out. It requires specialized medical equipment and a successful Medicae Test (TN 25) to revive a user from suspended animation.
Synth Muscle – Rare Common - Grants 1 dot of Strength.
Best - Gives 2 dots to Strength and a free raise to all Strength tests but all Dexterity tests takes a -1k1 penalty.
Thief's Light – UnCom A simple luminescent panel housed in the palm of the hand, almost invisible until activated. When switched on, usually through squeezing the hand shut for a few moments, the panel glows with a soft light, enough to illuminate objects within a few centimeters clearly enough to perform intricate tasks without producing large amounts of light which would give the user’s presence away. The light is powered by the user’s own body heat, and the design is extremely simple and reliable.
Tox Nails – VRare An assassins tool for those that want at least some plausible deniability. Tox nails are a false coverings affixed over (or replacing) the user’s actual fingernail. Sandwiched between the layers that make up the false nail is a toxin producing gland, which released its deadly cargo to the blade-like tip of the nail when it is compressed and readily applied to any target by scratching or piercing the flesh. If the target is wearing any thick clothes or armor, the tox nails wont be able to pierce it as it requires skin-on-skin contact
Poor - Same as common but only causes 1k1 wounds
Common - Targets must pass a Constitution Test (TN 20) or take 2k2 wounds ignoring Armor or Resilience.
Good - Will delay the illness for 1 hour.
Best - deal an additional 1k1+5 wounds, as well as the bonus for Good Craftsmanship.
Transgenic Grafting – VRare Splices an alien organ and placed into the users body. When the user gets this augment, they can choose a trait from the from the following list; Amphibious, Armor Plating(2), Aura(4), Dark Sight, Regeneration(1). Once per Scene, as an Action, the user can roll a Willpower Test (TN 15) to activate the Trait for the remainder of the Scene. If they fail then they waste their action and half to try again. However, due to the foreign tissue being incompatible with the your physiology your Strength, Dexterity, and Constitution are counted as 1 dot lower (minimum 1) for the duration of the Scene.
Best - Can select the following traits; Armor Plating(5), Aura(8), Flyer(1/2 of users speed), Regeneration(3), Unnatural Toughness
Translator Implant – UnCom Can translate a single language of the users choosing when they get this augment. Keep in mind that the implant translates audio information only, if the user finds text in a language, they dont understand they still wont be able to read it and adding more languages to translate counts as a separate implant for the purposes of cost.
Twitch-mask – Rare Poor - Are painful and slow to use, causing a level of fatigue every time the character changes his appearance.
Common - +2k0 bonus on all Disguise Tests.
Good - incorporate pigment glands and vox-manipulators, allowing for more thorough changes, instead granting a +2k2 bonus on all Disguise Tests.
Vitae Supplement – VRare Common - Acts as emergency life support. Prevents user from dying due to blood loss or other normally fatal consequences of severe wounds. Can preserve someone for up to four hours before dying. Also acts as an Autosanguine implant.
Good - Preservation time is doubled
Best - Preservation time is tripled
Vocal Implant – UnCom Amplifies the user's voice so it can be heard in loud environments, such as on a battlefield. Gives user the Air of Authority feat.
Voidskin – Rare Poor - only includes enough air for three rounds. Hopefully all it takes to get to a nearby airlock.
Common - protects against vacuum damage and includes a limited air supply - enough to last about a minute.
Good - quality voidskin provides 2 points of armour to all locations which doesn't stack with worn armour.
Best - voidskin can't be detected except with a medical scan and, in addition to the effects of Good quality voidskin, has an air supply that can last five minutes.
Weapon Bracing – Rare Spend a full action connecting a pistol or basic weapon to the external mounts. An affixed weapon can be used in one hand without any penalty that might normally apply and gains a +2k0 bonus on all Weapon Skill Tests to resist being disarmed. MECHADENDRITESBallistic – * The two-meter limb is mounted with a sleek, miniaturised pistol that draws power from a tech-priest's potentia coil, unless it fires a solid projectile. In which case it holds as much ammo as the stats for the weapon and must be reloaded by the user. The owner may fire the weapon as a Reaction action or as a normal weapon as part of an attack action, but regardless, the pistol may only be fired once per round. *Rarity equals 1 level above of the rarity of the weapon you wish to add.
Bulkhead Cutters – VRare A hydraulic cutting tool used for breaching thick walls or just tearing things to pieces. When used against a structure made of metal, wood, or anything else that can be easily cut (i.e. Building wall, support beams, pipes) gain +1k1R to damage and double AP value. Stats: 3k3R, 5AP, Tearing, Proven(3), Unwieldy
Dendrite Blade – VRare Can be used either as a Reaction action or as a normal weapon as part of an attack action, but regardless, the weapon may only be used once per round. Whenever an enemy makes a Melee Attack against a user equipped with one or more Dendrite Blades, he suffers a -1k0 penalty on his Weapon Skill Test for each Dendrite Blade the user has equipped (to a maximum of -3k0). If the attacker fails his Weapon Skill Test by 10 or more compared to the users Static Defence, the attacker immediately suffers 1 automatic hit from the Dendrite Blade, plus 1 additional hit per every 5 beyond 10 (to a maximum equal to the number of Dendrite Blades the character has equipped). Stats: 2k2R, 3AP, Flexible, Razor Sharp
Exploration – VRare Specialized, extraordinarily delicate servo-arms and collection pods all coordinate together to allow for perfect observation, collection, measurement, and archiving of up to ten separate samples. These samples are then fed through a series of filters and processes all within specially built chambers, allowing for full analysis of their properties and market worth. In addition, as part of a backup system to flush out and sterilize the sample chambers, each can be forcefully ejected from a spout on the end of the arm if needed. This mechadendrite also contains a built-in auspex, chrono, torch, and compass, and specialized sensors spread throughout the limb granting its user a free raise to Perception Tests, and a +1k0 bonus to Medicae and Academic Lore Tests for identifying and using chemicals and drugs. Further, the user can, in a pinch, eject any samples it contains for a Ranged Attack with the following profile: Stats: 2k1I, 0AP, S/-, 5m, 1, 2Full, depending on the sample, this attack might also have additional Qualities, at the SM’s discretion.
Manipulator – VRare Built of hardened steel and ceramite, it may extend two meters. While using the arm, the character gains a +2 bonus to Strength for applications of sustained force like lifting or moving objects. The limb is tipped with two sets of gripping and crushing pincers. These may be locked around a suitable anchor point as a Free Action to safely tether the tech-priest to lifting gear, high gantries, and so on. It may also be used as a weapon, dealing 1k2I 0 Pen using the arm's Strength bonus. The Manipulator may nor be used for any task that requires fine manipulation such as typing or handling delicate objects.
Mechatendril – VRare Equal parts tool and weapon, Mechatendrils snake restlessly around the user as they seek out new tasks to complete. Used for complex repairs as well as combat, provides 1 free raise on Crafting Skill Tests per Mechatendril and has the following weapon stats: 2k2I, 0AP, Flexible
Mechadendrite Stabilisers – VRare Mechadendrite Stabilisers require a Half Action to activate or deactivate. Once active, if the user remains in place, he counts as being Braced and gains the +2k0 to resist grapple and Takedown. The user also ignores modifiers to his Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, as well as gaining a +2k0 bonus to Climb Tests
Medicae – VRare A two-meter long flexible limb designed to provide medical and surgical assistance in the field, it grants a +2k0 bonus to Medicae Tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug, which must be acquired separately. In addition to providing first aid, the Medicae Mechadendrite may be used to staunch blood loss automatically as a half action. A small chainscalpel may be used as an improvised weapon. Finally, it grants its bonus to Medicae tests to any rolls made to interrogate a target. Stats: 1k2R, 4AP, Tearing
Mobility Mechadendrites – Rare Mobility Mechadendrites are a set of four to six long, spider like limbs that retract into a central pod, usually mounted between the shoulder blades or at the small of the back. Extending or retracting these is a free action. While extended, the mechadendrites act as bionic locomotion of equivalent quality, lifting the wearer a full meter off the ground. The nimble structure of these limbs allows the wearer to ignore movement penalties based on terrain.
Optical – VRare This mechadendrite extents up to three meters and can reduce its width to pencil-thinness. It grants a +2k0 bonus to all tests made for perception. The pict-devices mounted on the mechadendrite allow the user to examine surfaces at a microscopic level and can be used as a telescopic sight. The mechadendrite is also fitted with an infrared light and sensors. A character using the mechadendrite suffers no penalties due to darkness. Finally, the mechadendrite is fitted with a light that may be tinted a variety of different colors, depending on the controller's whim.
Plasma Cutter – MRare It can cut through a meter of adamantine plating every minute (thinner material can be cut through faster). In addition, a plasma-cutter mechadendrite may be used as a weapon. The user may use this mechadendrite as his Reaction for the round, or as a Half Action Attack during his turn (so long as the mechadendrite only makes one attack per round). When used to make an attack, the mechadendrite counts as a Plasma Pistol with a range of 10 meters and losses the Overheats property. The plasma-cutter may operate for 20 minutes of cutting or may fire 40 shots before it must be refuelled.
Servo Arm – MRare A servo-arm is a shoulder-mounted mechadendrite that can extend to a length of 1.5 meters. When using his servo arm, the character gains a +5 bonus to Strength for applications of sustained force like lifting or moving objects. The limb is equipped with gripping and crushing pincers or mandibles that allow the user to pick up and lift heavy objects or anchor himself to a suitable anchor point as a Free Action. In addition, the servo-arm can be used as a deadly weapon. The user may use this mechadendrite as his Reaction for the round, or as a Half Action Attack during his turn (so long as the mechadendrite only makes one attack per round). This attack is made using the users Weapon Skill at a -1k0 penalty, and deals 3k4I, 10AP, Unwieldy, using the arms strength bonus.
Servo Claw – VRare A mechadendrite designed purely for combat. When using the Servo Claw, the character gains a +3 bonus to Strength for applications of combat but when it comes to stuff like lifting or moving objects, Strength is considered +1 as it was not designed for such tasks. Consisting of tightly wound bundles of synthetic muscle fibers, the small metal frame ends in a sharp serrated claw that can cut through armor and snap bones with remarkable ease. A servo-claw has the following profile: 3k2I, 4AP, Tearing using the arm's Strength bonus. The user can use it to make attack actions as normal. He can also spend a Reaction to make a Standard Melee Attack Action with the servo-claw.
Servo Harness – NUnique Common – A harness grafted onto the user’s pelvis or back with interchangeable sockets for Mechadendrite’s to be attached. Each Servo-Harness increases the user’s maximum Mechadendrite amount by 2 and can act as a Combi-tool. A Servo-Harness also has several maneuvering thrusters, that grant the user the Flyer (6) Trait when used in areas with very low or no gravity. A character with Talents that allow him to make Multiple Attacks may use any weapon (or equivalent) on his Servo-Harness for any of the attacks he would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the user may use his normal Reaction to make a single shot or strike with any one weapon on the harness. The attachments on the Servo-Harness can be swapped out for other items, such as other forms of Mechadendrites, Bulkhead Cutters, and even full-sized Servo-Arms.
Good - Same as Common except that all tests involving the Mechadendrites attached to the Servo Harness get a Free Raise.
Utility – VRare This two-meter long limb houses a variety of tools and attachments designed to assist a tech-priest in the course of his holy duties. The mechadendrite may be used as a combitool and can be fitted with almost any normal tool the tech-priest desires. It may be used to manipulate fine objects with great precision.
Welding Torch – MRare The user gains a +1k1 bonus to fixing or building things that would require welding parts together (i.e. bulkheads, heavy machinery, or even power armor). The user may use this mechadendrite as his Reaction for the round, or as a Half Action Attack during his turn (so long as the mechadendrite only makes one attack per round). When used to make an attack, the mechadendrite counts as a Hand Flamer in combat with a range of 5m. Can be used for 20 minutes of welding or may fire 40 shots before it must be refuelled. ArmorLightWych Leathers 2AP – Rare - Arms, Body, Legs Provide a 2k0 bonus to Charm rolls and 1k0 bonus to Intimidate rolls.
Eldarin Mesh 4AP – VRare – All Gives Aura equal to the AP value
Dark Eldarin Mesh 4AP – VRare – All Armor is covered in spikes that can be used to attack enemies. Unarmed Attacks (fists, kicks, etc.) get a +1k0 bonus to damage and the damage is changed to Rending
Banshee Helm 4AP – MRare – Head Allows wearer to emit a piercing scream that disorientate foes in close combat. as a Reaction or as a regular Attack Action, the user unleashes a scream in a 3m 30-degree cone. Those in the radius must roll a Constitution Test (TN 15) or be Stunned. It can be only used the one time per round and is fired hands free.
MediumTau Helmet 5AP – Rare – Head Gives a +1k0 bonus to aimed ranged attacks. HeavyEldarin Carapace 7AP – Max Dex 4 - VRare – All Gives Aura equal to the AP value
D.Eldarin Carapace 7AP - Max Dex 4 – VRare – All Armour is covered in spikes that can be used to attack enemies. Unarmed Attacks (fists, kicks, etc.) get a +1k1 bonus to damage and the damage is changed to Rending.
Striking Scorpion Helm 7AP - MRare – Head Has a built-in ranged weapon installed in the helmet. Has same stats as a Lasgun except the range is 5m and doesn’t need to be reloaded. The user can fire the weapon as a reaction or as a regular Attack Action, but it can be only used the one time per round and is fired hands free
ExtremeScout Armor – 8AP – Max Dex 3 – MRare – Head, Arms, Legs Provides +1k0 to Stealth rolls and anyone trying to detect wearer armor using auto-senses, auspex, or augur arrays suffers a -5 to any Tech-Use or Perception test. PowerStealth Battle-suit 8AP - Max Dex 3 - NUnique - All Provides a +1 bonus to Size and Resilience, and a Stealth field and Grav Pack. It takes an Action to activate/Deactivate the Stealth Field and when active it gives 2 Free Raises for Stealth rolls, and the user is under the effects of Concealment (plus any additional modifiers from the environment). Stealth Field lasts for 1 hour until needing to be recharged. -2 penalty to static defence. 2 sub-systems
Light Power Armor 10AP - Max Dex 3 - VRare - All Provides a +1 bonus to Resilience and Strength, and a -2 penalty to static defence. 2 sub-systems
Light Aasimar/Tiefling Power Armor 10AP - Max Dex 3 - MRare Provides a +1 bonus to Resilience and Strength, the Auto-stabilised trait, and a -2 penalty to static defence. 4 sub-systems
Eldarin Exarch Armor 10AP - Max Dex 4 - NUnique - All Provides a +1 bonus to Resilience and Strength and Aura equal to AP. Any Psychic phenomena roll (from failed Focus Power tests, Orgone Array, or other sources focused on you) is reduced by a number equal to your Aura. 2 sub-systems
D.Eldarin Incubi Armor 10AP - Max Dex 4 - NUnique - All Provides a +1 bonus to Resilience and Strength. The helmet comes with a build in ranged weapon with the same stats as a Plasma Pistol except range is 3m and no Overheats property. Doesn’t need to be reloaded. The user can fire the weapon as a reaction or as a regular Attack Action, but it can be only used the one time per round and is fired hands free. 2 sub-systems
Power Armor 12AP - Max Dex 2 - VRare - All Provides a +1 bonus to Resilience and Strength, and a -2 penalty to static defence. 2 sub-systems
Aasimar/Tiefling Power Armor 12AP - Max Dex 2 - MRare - All Provides a +1 bonus to Resilience and Strength, the Auto-stabilised trait, and a -2 penalty to static defence. 4 sub-systems
Grey Knight Power Armor 12AP - Max Dex 2 - NUnique - All Provides a +1 bonus to Resilience and Strength, the Auto-stabilised trait, and a -2 penalty to static defence. Increase the Threshold of any hostile psychic powers targeting the wearer (or that include the wearer in their area of effect) by 5 and provides Aura equal to half AP. 4 sub-systems
Terminator Armor 14AP - Max Dex 1 - NUnique - All Provides a +1 bonus to Size, +2 to Strength and Resilience, can use Basic and Two-handed weapons with 1 hand, grants Auto-stabilised trait and Auspex. Also, gives a -5 penalty to static defence, user cannot Run or Dodge, cannot use Pistol Weapons, and Heavy weapons cannot be wielded unless attached to an arm which takes 20 minutes. 5 sub-systems
Grey Knight Terminator Armor 14AP - Max Dex 1 - FabMax - All Provides a +1 bonus to Size, +2 to Strength and Resilience, can use Basic, Heavy, and Two-handed weapons with 1 hand, grants Auto-stabilised trait and Auspex. Also, gives a -5 penalty to static defence, user cannot Run or Dodge, cannot use Pistol Weapons, and Heavy weapons cannot be wielded unless attached to an arm which takes 20 minutes. Increase the Threshold of any hostile psychic powers targeting the wearer (or that include the wearer in their area of effect) by 5 and provides Aura equal to half AP. 5 sub-systems Armor Patterns
No two sets of power armor are the same but there are enough consistencies for groups of Power Armor sets to be similar. These groups are called Patterns and each follow design philosophies that differ greatly from each other. Standard – No real modifications since the day it came out of the factory. Same stats as listed.
Artificer – This armor has been custom made to custom specifications and often have more additions than the average suit of Power Armor. However, the armor plates themselves are thinner to make room for the added sub-systems. +1 to sub-system count and -1 to power armor Resilience bonus.
Patchwork – Not really an official Power Armor pattern but its ubiquitous enough that most people consider it one. Made from parts from various (often dubious) sources, Patchwork armor is not as reliable as other suits of armor but, hey, at least its cheaper. Availability level is 1 lower but -2 to AP, -1 to sub-systems count, and an additional -3 Static Defence Penalty.
Runic – This armor has had various runes and glyphs etched into its plates. This provides protection against Sorceries and the warp but its important that they cover as much of the armor as possible, limiting the customization of the armor. Provides Aura equal to half of the armors AP and can reroll failed Focus Power tests once per round. -1 to sub-systems count
Saturnine – This pattern design focuses on protection of the vital areas of the wearer but limits armor in the extremities to keep the wearer mobile. AP +2 for Body and Gizzards but -2 AP for Arms, Legs, & Head.
Whirlwind – This pattern focuses on high mobility forcing the armor to be light weight and flexible. Therefore, the amor has to be made from less sturdy material in order to achieve this. Max Dex is increased by +1 but AP is reduced by -2 to all locations Sub-systems
Each suit of Power Armor comes with several sub-systems that provide functions that aid the wearer in many ways. Such as combat enhancements, improving the wearers senses, or even surviving hostile environments. Pick an number of sub-systems equal to the Power Armors sub-system count. If at any point you want to replace a sub-system with a different one, you would need to roll a Wealth test (TN 15) for each sub-system you want to replace Auto-senses - Give Dark Sight, and Heightened Senses (Sight and Sound) that stacks with implants. Immune to photon flash and stun grenades. Called Shot only takes a Half Action. Only applies while wearing helmet.
Bio-Monitor and Injectors - +1k0 to all tests for resisting poisons and diseases (Toxic property included). Can carry 6 doses of any drug and can inject them into yourself as a Reaction
Command and Control Node - The user may make a Tech-Use test (TN 15) to let allies within 20m reroll failed Ballistics tests against a number of targets equal to your Perception dots for one round.
Counterfire Defence System - The user may reroll failed Ballistic tests while using Overwatch or Suppressing Fire.
Failsafe Detonator - Explodes when the pilot dies 3k3+10E, Blast(20). Living users can make a Willpower test (TN 25) to set it off manually. (Mainly intended for NPC use)
Grav Pack - Make a Pilot Test (TN 10) to make a safe, guided fall from any height. Provides a +1k1 bonus to rolls involving jumps and leaps (Terminator armor can’t take this due to being too heavy).
Magnetized Boots - Allows user to walk normally in zero-g or prevent being knocked down but only on a magnetic surface. When active gives -2k0 to Dexterity tests and reduces movement by 2. Can be switched on and off as a Free Action.
Multi-Spectrum Sensor Suite – As an Action, the user may make a Tech-Use test (TN 15) to let allies within 20m ignore [Perception + number of Raises] APs from Cover for 1 turn.
Multi-Tracker - The user gains Two-Weapon Wielder feat (or, if he already has it, an additional +1k0 bonus to Weapon/Ballistic skill while dual-wielding).
Neuroweb System Jammer - Make a Tech-Use Test (TN 20) as a Half Action. If he succeeds, one powered device within 15 metres overloads and fails, plus one additional device per raise he scored on the Test. If that device is a weapon, it gains the Overheats Quality instead. This effect lasts for the Scene.
Nutrient Recycling – So long as the wearer keeps the armor on, they can go without food and water for extreme lengths of time. For every week without a source of nourishment, make a Constitution test (TN 15) or suffer one level of Fatigue. Repeat every week but add a 5 to the TN each consecutive week until some sustenance is provided.
Life Sustainer - With the helmet on, the armor is sealed and can maintain an adequate oxygen supply as long as it's powered. This protects the wearer from airborne toxins, the void, and extreme temperatures.
Positional Relay System - Communicate by voice at a distance of up to 10km. Due to the complex nature and security of the relay, any attempt to subvert the signal or to listen in suffers a -3k1 penalty.
Power Supply Tampering - The armor can power certain weapons indefinitely. If the weapon does E damage (Except for Flamer and Melta weapons), they can be attached to the armors power supply. Quick Draw doesn't apply to the weapon.
Recoil Suppression - Provides the ability to fire Basic weapons one-handed without penalty.
Repulsor Impact Field - As a Half Action or Reaction, make a Tech-Use Test (TN 10) to activate the device. If he succeeds, each other character within 10 metres must make a Strength Test (TN 20). If a character fails this Test, he suffers 2k1 Impact Damage ignoring Armour and if he rolls 10 or less, he is also immediately pushed 1d5 metres away from the user and knocked Prone.
Target Lock System - May use Overwatch as a Reaction and reroll failed Ballistic tests while using Overwatch or Suppressing Fire once per round. Also does not lose the benefit of an Aim Action when he makes a Reaction.
Velocity Tracker - Ignore Ballistics penalties caused by the target’s movement.
Vox-Link - Serves as a Micro-bead. Can be used to send signals as far 100km. [/spoiler]
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