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## Compiled Lists and Tables for Adepta Sororitas

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Koumei
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### Compiled Lists and Tables for Adepta Sororitas

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Post by Koumei » Sat Dec 20, 2008 10:02 am

To make character creation much more manageable, and to make things easier to find in general, I am putting the various lists and tables here. The actual rules might end up here, though they could also remain in the other thread.
Sample Characters, NPCs and enemies will be made in the other thread, though I might post a list that links to them all. Feel free to make sample characters.
Character Creation:
Starting Points: 400
Increase an attribute: 10
-They all start at 1
-No more than 200 can be spent on attributes total
-No attribute may start higher than 5
Increase Edge: 10
-This starts at 1
Buy/increase a skill: 3
-These start at 0
-no skill may start higher than 5 (not including specialisation)
Buy a skill specialisation: 2
Buy/upgrade a knowledge: 2
-You begin with 2 knowledges (or one mastered knowledge)
Positive Traits: free
-You may have no more than 7 stars worth of these, total
Negative Traits: free
-You must have precisely 7 stars worth of these, total
Buy a Perk/Faith Power: 5
Equipment:
Unless stated otherwise, the character has her own clothes, small charm or holy symbol, Power Armour and Bolter with 2 magazines of ammunition.
---
Skill Specialisations:
Athletics (climbing, swimming, jumping, running, rolling with impact)
Endurance (heat, cold, poison, disease, hunger, thirst, suffocation)
Martial Arts (by fighting style and thus, different HtH weapons)
Steady Weapon (by weapon type)
Firearms (by weapon type)
Larceny (lock-picking, sleight of hand, escape bonds, pickpocket)
Piloting (by vehicle type)*
Stealth (stalking, hiding, silent movement, concealing weapons)
*Strange vehicles (speeders, space craft etc.) require a specialisation
Empathy (Warp detection, animal ken, sense motives, notice emotions)
Investigation (forensics, tracking, hit the books, e-tracking, by environment)
Perception (sight, hearing, smell, taste, touch, heat, psychic*)
Tactics (by unit type, by terrain type, ambush, choke point etc.)
*This refers to detecting psychic activity, not using psychic powers to notice things.
Artisan (scavenging, weapons, vehicles, cyber-tech, copying)
Logistics (bureaucracy, supply, long-term planning, research)
Medicine (first aid, surgery, cyber-surgery, chem-use, muscule repair)
Technology (plasma physics, computers, Warp technology, gravity engineering, nanotech, bioengineering, chemistry)
-Technology requires specialisation
Deception (lying, forgery, fast-talk, disguise)
Expression (by art type (or music, dance* or whatever))
Camaraderie (evaluating, recruitment, soothing, putting people at ease)
Persuasion (barter, diplomacy, propaganda, bribery, pleading)
*Sword-dancing, however, probably falls under Martial Arts
Command (inspiration, orders under fire, defusing situations, speeches)
Faith (conviction, prayer, smiting daemons, resisting torture)
Intimidate (battlefield, interrogation, coercion, bullying)
Survival (by terrain type)
Note that several of these are un-Sisterly things that they may have picked up anyway. If the superiors hear about a Sister lying or pleading, there will be trouble. If it works in achieving the goals, you may be rewarded, but still punished (in a half-hearted "pretend she doesn't enjoy being whipped" manner). By no means should someone feel that they shouldn't make use of their skills, after all. Just get creative with their application, and maybe have it reflect on the character's personality.
Last edited by Koumei on Tue Jan 12, 2010 4:03 am, edited 2 times in total.
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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

###

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Post by Koumei » Sat Dec 20, 2008 10:03 am

Armour
Armour with a Reinforcement value will ignore the listed amount of net hits on a successful attack roll against the wearer. This reduces the net hits (and thus, aids in soaking), however will not reduce a simple hit (0 net hits) to a miss. This is usually due to the mechanical sections and multiple layers helping to stop penetration and negate the weak points spotted by accuracy.
Format:
Name (any relevant tags)
AV (Armour Value - the automatic soak)
Difficulty: how hard it is to requisition
Other: anything special
Leather Armour/Heavy Robes: (cloth)
AV: 1
Difficulty: automatic
Other: This is as simple as it gets. On the plus side, it's cheap and doesn't particularly restrict movement or hamper stealth. Robes are also good for concealing items in.
-Can have Chameleoline added for 1 point
Flak Armour/Chaimail: (metal)
AV: 2
Difficulty: automatic
Other: Increases the AV by 1 against flechette rounds and metal storm shells. However, the threshold for all Stealth check increases by 1 due to the noise it makes.
Full Plate: (metal)
AV: 3
Difficulty: 1 with Low priority
Other: This is very heavy, bulky armour. You take a 1 die penalty on all Strength and Agility actions (except for soaking) while wearing it. It looks archaic and would be out of place except for the fact that this is GrimDark and you seriously can find medieval knights wielding lasguns while riding atop velociraptors.
Mesh/Carapace:
AV: 3
Difficulty: 1 with Low Priority
Other:
-Can be upgraded to be fully enclosed with 6 hour air supply for 1 point
Scout Power Armour/Assault Carapace: (powered, metal)
AV: 3
Difficulty: 1 point, Difficulty 1 with Low Priority
Other: This is like Carapace, above, however it counts as AV 4 against flechette ammunition and metal storm shells. Additionally, it has Reinforcement (1)
Powered (2 days, threshold +1)
-1 point upgrades to fully enclosed with 6 hour air supply
-1 point adds Chameleoline
Power Armour: (powered, metal)
AV: 4
Difficulty: 1
Other: This is proper power armour, with Reinforcement (1)
Powered (3 days, threshold +2)
Terminator Armour: (powered, metal)
AV: 4
Difficulty: 1 for High Priority
Other: Reinforcement (2), Powered (3 days, threshold +3)
Roll an extra 2 dice of Soak, can wield Assault/Rapidfire weapons 1-handed, and 2-handed melee weapons 1-handed.
Artificer Armour: (powered, metal)
AV: 5
Difficulty: 2 for High Priority, impossible for any lower
Other: as Power Armour, roll an extra die of Soak
-1 point adds a Servo Harness
Blessed Robes and Scriptures: (cloth)
AV: 0 (see below)
Difficulty: 1, impossible for Low/Lowest Priority
Other: These are just robes and giant scrolls, except something makes them holy and special. If a character with Edge wears them, then they have an AV of 2 and an SV of 3, as well as providing +2 dice on any action where Edge is spent.
Voidsuit:
AV: 1 SV: 2
Difficulty: 1 point
Other: Designed for space travel, these are cheap to make and yet very valuable: you do not suffer damage from being in an atmosphere, and they maintain pressure and temperature, as well as providing 1 hour of air. It also blocks out a reasonable degree of radiation - enough to be unharmed normally in space, or to improve the AV by 3 against a Rad Cleanser.
Synskin:
AV: 0 SV: 5
Difficulty: 1
Other: This special spray-on armour is designed for the maximum possible stealth. It grants +2 dice to all Stealth and Larceny checks, and also adds an extra die of damage if you successfully hit with an unarmed attack. Three additional net hits are needed beyond the usual minimum in order to catch fire, so flame-retardant is it.
Heatproof Entry Plate: (metal)
AV: 3
Difficulty: 1
Other: This is a form of plate armour constructed of thick ceramite and atmospheric shielding. Although the wearer takes a -2 dice penalty on all Dexterity checks, there are benefits: the wearer is effectively immune to radiation (AV 7 against radiation), and highly heat-resistant. The character does not catch fire, counts as AV 5 against flame weapons, and furthermore, Melta weapons and Plasma weapons do not roll extra "armour piercing" dice, nor do they ignore this armour.
Upgrade: Chameleoline
This is a modification to the armour itself as well as camouflage netting and the like. This grants you 3 extra dice on Stealth checks to avoid being seen. Note that it blends, somewhat, into the environment, so although it looks like shades of green in the forest, it changes to orange in the desert.
Close Combat Weapons
All melee weapons, unless specified otherwise, add your Strength to the basic damage.
Format:
Name: (relevant tags)
Difficulty: how hard it is to requisition
Damage: the damage rating
Other: anything else that you should know
Unarmed Strike:
You can't actually buy these. You already have several of them attached to you. Woah, holy shit!
Damage: -1 (yes, Str 1 people seriously need net hits to do any damage unarmed)
Other: Counts as flechette ammunition for the purposes of damage
Dagger:
Difficulty: automatic
Damage: +0
Other: easy to conceal (threshold 1), light 1-handed weapon
Sword/Axe/Mace/Club:
Difficulty: automatic, 1 point for Low Priority
Damage: +1
Other: 1-handed or 2-handed, nothing special
-1 point upgrades to Latheworld Monoblade (bladed weapons only)
Huge Melee Weapon:
Difficulty: 1 point, 1 for Low Priority, 1 on Lowest
Damage: +2
Other: a greatsword or sharpened girder. This is innately slow as a weapon, so the accuracy threshold increases by 1 and you take a -1 penalty to Initiative while wielding it. On the plus side, you can attempt to knock people over with it by making opposed Str+Ath checks. You gain +2 dice on this check due to having such a big weapon. 2-handed weapon.
Cannot be concealed on your person.
-1 point upgrades to Latheworld Monoblade
Flail/Whip/Chain:
Damage: automatic normally, 1 point on Low Priority, 1 on Lowest
Damage: +1
Other: 1-handed or 2-handed weapon, counts as flechette ammunition for the purposes of Armour, but can be used to disarm or trip foes. This is a Str + Martial Arts + 1 check against their Str + Ath.
-1 point upgrades with Latheworld Monoblade (Whip only)
Chainsword:
Difficulty: 1 point, 1 on Low Priority
Damage: +2
Other: A chainsword rips and tears through flesh. Strength checks to soak damage are reduced by 2 dice (minimum of 0). Armour and Edge work normally. Stealth is impossible while it is switched on. Can be wielded in 1 or 2 hands.
-Can have Exterminator cartridge added for 1 point
-Contains enough fuel for 1 hour of continual use
Eviscerator:
Difficulty: 1
Damage: +4
Other: Much like the chainsword, the eviscerator rends flesh. No Strength may be used to soak damage, only Armour and Edge. On the other hand, it is very heavy, so you take a -2 penalty to Agility tests and Initiative while wielding it. 2-handed weapon, and Stealth is impossible when switched on.
-Can have Exterminator cartridge added for 1 point, or a pair fitted for 2.
-Contains enough fuel for 1 hour of constant use
-If you cock-up on the attack roll, the chain snaps, hitting you for Damage 2 and making the weapon count as a heavy melee weapon until repaired
-At +1 threshold you can have the weapon modified to be a fuel-guzzling nightmare with an extra-fast pair of chains. It consumes fuel twice as quickly, and a cock-up hits you for Damage 3 instead, but that's okay, because if it hits anyone else, it's Damage 5.
Power Weapon:
Difficulty: 1
Damage: +1
Other: 1-handed weapon that, if it successfully strikes, gains an additional number of dice to roll for net hits, equal to the AV of the target.
-Powered: will run for 24 hours before needing to be recharged (1 hour)
-Can be upgraded to a large, heavy, 2-handed power weapon for +1 Threshold. The power supply is doubled, but twice as much power is used. All this means is it takes 2 hours to recharge. This becomes Damage +3.
Power Fist/Lightning Claw:
Difficulty: 2
Damage: +2
Other: ignores half the AV of the target.
if you take a huge, slow swing, you deal even more damage: double your Strength for the purpose of calculating damage, and ignore armour completely. However, doing so increases the Threshold to hit the target by +1, and decreases the Threshold for anyone to hit you by -1.
Neuro-Whip:
Difficulty: 1 (impossible on any lower)
Damage: +1
Other: as Power Weapon
-Stun: any target struck must make an Endurance test (threshold 2) or be Stunned for 1 round. Multiple hits are not cumulative.
-The power source can be upgraded for 1 point, so that it lasts only 12 hours before needing to be recharged, but increasing the Endurance test threshold to 3. It can even be increased to 4 with a +1 to damage, and power expiring in 6 hours, at the cost of +1 point on top of that.
-If you roll less than 4 dice as "not 1" on the attack-roll you strike yourself with 0 net hits
Shock Maul:
Difficulty: 1 point
Damage: +1
Other: works like a normal club, mostly
-Stun: any target struck must make an Endurance test (threshold 2) or be Stunned for 1 round. Multiple hits are not cumulative.
Shock Electoo:
Difficulty: 1 favour or accomplishment
Damage: -1 (unarmed strikes)
Other: this is an electoo that is cleverly designed as a form of digi-weapon. It runs off your own internal electricity, and punching someone allows you to channel its energy.
-any target struck must make an Endurance test (threshold 2) or be Stunned for 1 round. Multiple hits are not cumulative.
Incense Burner:
Cost: 1
Damage: +1
Other: one-handed
-Can also be used as a flamer, although it only contains enough fuel for one blast.
-If at least 3 net hits are scored, the target catches fire.
-1 point grants an additional canister of fuel
Common Weapon Modifications:
-Latheworld Monoblade Enhancement: the blade is stupidly sharp now. Increase the damage by 1, and if the target is armoured and you hit, you may roll an extra die for a net hit, as it has some degree of penetration.
-Exterminator Cartridge: This is a single-use flamer.
-Spring-loaded: if a bayonet (dagger) or sarissa (sword) is upgraded to be spring-loaded, it has a little extra impact on the first use (though resetting the spring requires 1 action). This upgrade costs 1 point and, when it is spring-loaded, if you hit, allows for an extra d6 to be rolled to check for net hits.
Last edited by Koumei on Tue Dec 23, 2008 11:31 am, edited 2 times in total.
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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

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Post by Koumei » Sat Dec 20, 2008 10:04 am

Firearms
Special ammunition gets listed later on. Every weapon gets a full clip to start with, extras are purchased with points.
Pistols
Bolt Pistol: (bolt)
Type: Pistol
Recoil: 0
Difficulty: 1 hit, 1 for Low Priority
Damage: 4
Range: 10cm
Clip: 30 rounds (costs 1 point for 2)
Other: one-handed.
-1 point upgrades with short-range laser sight
Flame Pistol: (flame)
Type: Assault
Recoil: 0
Difficulty: 1 point
Damage: 3
Area: sprays out in a 5cm cone, +3 dice to hit
Clip: 5 jets of flame per canister (1 point each)
Other: one-handed, if successful the target catches fire
Inferno Pistol: (melta)
Difficulty: 1
Type: Pistol
Recoil: 0
Damage: 6
Range: 10cm
Clip: 6 shots per canister (1 point each)
Other: one-handed
-if it successfully strikes and is within the first range increment, roll extra dice for net hits equal to half the target's AV.
Las-pistol: (laser)
Cost: 1 point in Low Priority, 1 in Lowest
Type: Pistol
Recoil: 0
Damage: 3
Range: 10cm
Clip: 20 shots per (rechargeable) battery (1 point for 2)
Other: one-handed.
-The battery can be recharged in about ten minutes at a power point, or via solar power by keeping it in the sun for 2 hours.
-It can be recharged in an open fire in 5 minutes, but permanently damages it, reducing the number of shots by 1/2
-Can be upgraded to a Hell Pistol for 1 point
-Can be given a short-range laser sight (twin-linked!) for 1 point
Auto/Stub Pistol: (they're effectively the same)
Type: Pistol
Recoil: 1
Damage: 3
Range: 10cm
Clip: 6 (1 point for 3 clips)
Other: one-handed.
-deals flechette damage by default
-deals +1 damage within 5cm
Plasma Pistol: (plasma)
Difficulty: 1
Type: Pistol
Recoil: 0
Damage: 6 or 7 (two firing modes)
Range: 10cm
Clip: 10 shots per canister (1 point)
Other: one-handed, free action to swap settings
-Firing on high power mode uses up 2 shots
-If you roll less than 4 dice as "not 1", then it overheats and you deal damage to yourself as if you had just shot yourself with zero net hits. The weapon also cannot even be held for 3 rounds as it cools down.
Rapid Fire
Boltgun: (bolt)
Type: Rapid Fire
Recoil: 1
Difficulty: 1
Damage: 4
Range: 15cm
Clip: 30 rounds (costs 1 point)
Other: two-handed. +2 dice within the first increment.
-1 point upgrades with scope
-1 point upgrades with Sarissa (counts as sword, 2-H)
-1 point upgrades with Exterminator cartridge
-1 point upgrades with recoil suppressor (Recoil 0)
Lasgun: (laser)
Difficult: 1 point, 1 in Low Priority
Type: Rapid Fire
Recoil: 0
Damage: 3
Range: 20cm
Clip: 20 shots per (rechargeable) battery (1 point)
Other: two-handed, gains +2 dice to hit within the first increment
-The battery takes just as long to recharge as above
-Can be upgraded to a Hell Gun for 1 point
-Can be given a scope or a laser sight (again with the twin-linked joke!)
-Can be given a bayonet (dagger, 2-H) for 1 point
Autogun:
Cost: 1 point in Low Priority, 1 in Lowest
Type: Rapid fire
Recoil: 1
Damage: 3
Range: 20cm
Clip: 30 rounds (1 point for 2)
Other: two-handed, flechette ammunition by default
-Can be used as a club without damaging the gun
-Can have an Exterminator clip attached for 1 point
-Can be upgraded with a scope, torch or laser sight for 1 point
-Can have a combi-Autogun/Lasgun for 2 points
Combat Shotgun:
Cost: 1 point, 1 on Low Priority
Type: Rapid Fire
Recoil: 2
Damage: 3 (counts as flechette)
Area: a cone 15cm long
Clip: 6 rounds (pump-action) or 2 rounds (double-barrel), 1 point/6 shells
Other: two-handed
-Gains bonus dice to hit equal to the cover modifier to threshold
-If double barrelled, it becomes an Assault weapon with +3 dice to hit
Plasma Gun: (plasma)
Type: Rapid Fire
Recoil: 1
Difficulty: 2
Damage: 7 or 8
Range: 20cm
Clip: 10 shots per canister (1 point)
Other: free action to swap settings
-Firing on high power mode uses up 2 shots but re-rolls failed damage dice equal to the foe's AV
-If you roll less than 5 dice as "not 1", it overheats. You take damage as if you had shot yourself with 0 net hits.
You also drop the weapon and cannot pick it up again for 3 rounds.
Assault
Storm Bolter: (bolt)
Type: Assault
Recoil: 2
Difficulty: 2 (if check fails by 1, can just drop to Bolter and make check)
Damage: 4
Range: 15cm
Clip: 100-round drum (1 point, 2 rounds are used per attack)
Other: two-handed, +4 dice to hit
-1 point upgrades with recoil suppressor (Recoil 1)
-1 point upgrades with single-round shotgun (1 action to reload) and 6 shells
Flamer: (flame)
Type: Assault
Recoil: 0
Difficulty: 1
Damage: 4
Area: sprays out in a 15cm cone, +3 dice to hit
Clip: 5 jets of flame per tank (1 point each)
Other: two-handed, if successful the target catches fire
-ignores cover, just like in the wargame
-you can add an Exterminator cartridge and a 1-use fire extinguisher for 1 point
Melta Gun: (melta)
Type: Assault
Recoil: 0
Difficulty: 2
Damage: 7
Range: 20cm
Clip: 10 shots per drum (1 point)
Other: two-handed, +1 die to hit
-if it successfully strikes and is within the first range increment, roll extra dice for net hits equal to the target's AV.
Grenade Launcher:
Type: Assault
Recoil: 2
Difficulty: 2
Damage: as grenade
Range: 30cm (possible blast)
Clip: 4 grenades (1 point)
Other: a mixture of different grenades can be fielded in one purchase
Heavy
Long Las Sniper Rifle: (laser)
Difficulty: 1
Type: Heavy
Recoil: 1
Damage: 5
Range: 40cm
Clip: 1 shot per hot-shot battery (1 point for 3)
Other: two-handed, built-in scope (already accounted for)
-The battery can be recharged at a power point only, taking 1 hour
-Adds 5 dice to hit when within the first range increment
Needle Rifle: (laser)
Difficulty: 2
Type: Heavy
Recoil: 1
Damage: 4
Range: 50cm
Clip: 6 (combined charger pack and needle cartridge. 1 point)
Other: if any damage is taken, the target is poisoned
-Poison: Endurance check (Threshold 3) or lose 1 Primary action
-Also lose 1 additional health box for every point failed by
-Has a scope, always (already accounted for), 2-handed
-Adds 3 dice to hit within the first range increment
Widower:
Difficulty: 2
Type: Heavy
Recoil: 2
Damage: 5
Range: 50cm
Clip: 8
Other: Always has a scope (factored in), 2-handed
-Adds 5 dice to hit within the first range increment
-the adamantine darts ignore non-metal armour
Heavy Bolter: (bolt)
Difficulty: 2
Type: Heavy
Damage: 5
Recoil: 3
Clip: 100-round belt (2 points, uses 2 rounds per attack)
Range: 25cm
Other:
-Gains +4 dice to hit
-Can be given a tripod for 1 point, so it can always be braced
Heavy Flamer: (flame)
Difficulty: 3
Type: Heavy
Damage: 5
Recoil: 1
Clip: 10 jets of flame per tank (1 point)
Area: sprays in a 20cm cone, ignoring cover
Other:
-if successful, it sets the target on fire
-can be upgraded to send a thin stream of flame out to 15cm increments, +2 dice to hit, for 1 point
Multi-Melta: (melta)
Difficulty: 3 (if you fail by 1, you can just downgrade to a Melta and pass)
Type: Heavy
Damage: 8
Recoil: 1
Clip: 10 blasts per drum (2 points)
Increment: 30cm
Other: +2 dice to hit
-If it hits within 15cm, it ignores their Armour Value completely.
Lascannon: (laser)
Type: Heavy
Difficulty: 3
Damage: 9
Recoil: 3
Clip: 10 shots per (rechargeable) battery pack
Range: 30cm
Other: +3 dice to hit
-Battery pack can only be recharged by a strong power source.
-This requires 10 minutes per shot
-Can be upgraded as a Tank Hunter, for Damage 10 and Recoil 5: 2 points
-Can be given a scope for 1 point
-Can be given a tripod for 1 point
Heavy Stubber:
Difficulty: 2
Type: Heavy
Damage: 4
Recoil: 2
Clip: 100-round belt (2 points, uses 2 bullets per attack)
Increment: 10 table inches
Other:
-Gains +3 dice to hit
-Fires flechette ammunition by default
-Can be given a tripod for 1 point
Rapid-fire Automatic Shotgun:
Type: Heavy
Difficulty: 2
Recoil: 2
Damage: 4 (counts as flechette)
Area: a cone 15cm long
Clip: 12 rounds (uses 3 rounds per attack, 1 point per 6 rounds)
Other:
-Gains bonus dice to hit equal to the cover modifier to threshold +4
Autocannon:
Type: Heavy
Recoil: 4
Difficulty: 2
Damage: 7
Range: 50cm
Clip: 20 shells per drum (2 points)
Other:
-Anyone hit by an Autocannon round must make a Threshold 2 Strength check or be knocked prone.
-Can be upgraded to a Tank Hunter for 1 point, halving the ammunition per drum but adding 10cm range and +1 damage
Assault Cannon:
Type: Heavy
Recoil: 4
Difficulty: 3
Damage: 6
Range: 30cm
Clip: 100 rounds per ammo drum/belt (uses 10 rounds per attack, 1 point)
Other:
-Every 6 rolled allows you to roll an additional die, representing the weapon's capacity to chew through enemy armour
-Whenever you fire, if you roll less than 5 dice as "not 1", the weapon jams. If you still succeed, then it fires and then jams. This requires 2 primary actions to clean out and wastes 10 bullets.
-Every consecutive round spent firing increases the above jamming threshold by 1. Letting it cool for a turn resets this.
Plasma Cannon: (plasma)
Type: Heavy
Recoil: 2
Difficulty: 3, unavailable on Low priority
Damage: 7 or 8 (HP)
Range: 50cm (Blast or Large Blast - HP)
Clip: 20 shots per fuel backpack (2 points)
Other: free action to swap settings
-Firing on high power mode uses up 2 shots but ignores armour
-If you roll less than 6 dice as "not 1", it overheats. You take damage as if you had shot yourself with 0 net hits.
You also drop the weapon and cannot pick it up again for 3 rounds.
Rocket Launcher:
Type: Heavy
Recoil: 2
Difficulty: 2
Damage: 5 (frag) or 8 (krak)
Range: 60cm (Blast for frag)
Clip: 4 missiles (1 point)
Other: a mixture of different missiles can be fielded in one purchase
-Frag missiles count as flechette damage, but also ignore cover
-Krak missiles are Armour Penetrating
Special:
-Super Frag Missiles count as 2, have 80cm range and are a Large Blast at Damage 6
-Super Krak Missiles count as 2, have 100cm range and are a Small Blast at Damage 9
Flamestorm: (flame)
Difficulty: 4
Type: Heavy
Damage: 6
Recoil: 2
Clip: 10 jets of flame per tank (1 point)
Area: sprays in a 20cm cone, ignoring cover
Other:
-if successful, it sets the target on fire
-Unless you have a Strength of 5 or more, you need 2 people to carry it.
-Muscle and fat are just vaporised under the heat of this. The targets may not roll their Strength to soak damage from this.
-It's very hot, just to be near it. Firing it for more than 2 rounds in a row forces the wielder to make a Threshold 1 Endurance check or become fatigued from the heat and dehydration. Every consecutive round, the threshold increases by 1.
Mortar:
Difficulty: 1
Type: Heavy
Damage: 4
Recoil: 3
Clip: 1 (3 mortar shells cost 1 point)
Range: 50cm, blast template scatters 3d6cm
Other: two-handed, comes with a stand
-for every net hit on your attack roll, remove 1 die from the scatter
-can fire indirectly, but doing so grants a +2 Threshold increase
-if you DO fire indirectly, foes are pinned unless they can make a Threshold 3 Faith test
---
Modifiers:
Scope:
1 point. This adds 10cm to the range, making it easier to shoot people who are far away.
Laser Sight:
This grants you +2 dice to hit within the first range increment.
Torch:
It adds a light source. This light source uses small batteries that can be bought with sparechange and last 24 hours of continual use.
Shining it someone's eyes in the dark increases the threshold to hit you by 1.
Hell Weaponry:
This replaces the batteries with a large backpack. It contains enough power for 50 shots, and will charge up 1 shot every 10 minutes spent in sunlight. If you plug it into a power source it can fully charge in an hour.
Additionally, if you successfully hit within the first range increment, you may roll up to 2 extra dice (no more than their AV) for net hits.
Special Ammunition
Metal Storm Frag Rounds:
Weapon: any (bolt)
Cost Adjustment: 1 extra point (not per clip, just total)
Effect: counts as flechette rounds, but rends like a chainsword.
-The target cannot use their Strength to soak the damage
Tempest Stun Rounds:
Weapon: any (bolt)
Cost Adjustment: 1 extra point per clip, 2 for a belt of 100 rounds
Effect: reduce damage by 2, but the target must make a threshold 3 Endurance test or lose 1 action from stunning. This is not cumulative with multiple shots.
Kraken Penetrator Rounds:
Weapon: any (bolt)
Cost Adjustment: 1 extra point total
Effect: add 5cm range, and if it successfully hits, roll additional dice for net hits equal to half the target's AV (round down).
Inferno Rounds:
Weapon: any (bolt)
Cost Adjustment: 1 extra point total
Effect: -1 damage, but the target catches fire if hit.
Hellfire Rounds:
Weapon: any (bolt)
Cost Adjustment: 1 extra point per clip (2 for a 100-round belt)
Effect: this is filled with acids and poisons. If it deals any damage, then on the following round another box of damage is automatically dealt and the target must make a threshold 2 Endurance test or take a -3 dice penalty on all actions due to pain and nausea for 1 minute.
Stalker Silenced Rounds:
Weapon: any (bolt)
Cost Adjustment: automatic, 1 point for Low Priority
Effect: the weapon emits no noise or muzzle flare, making it excellent for stealth, however it does deal -1 damage.
-
Solid Shot:
Weapon: shotgun
Cost Adjustment: automatic
Effect: change area to Range: 20cm.
Does not count as flechette ammunition, does not get bonus dice based on cover, but gets +1 die to hit in all cases.
Manhunter Shells:
Weapon: shotgun
Cost Adjustment: 1 extra point total
Effect: change area to Range: 20cm
Still counts as flechette, but at +1 damage. Does not get bonus dice based on cover.
+3 dice to hit if target is further than 10cm.
Flashfire Shells:
Weapon: shotgun
Cost Adjustment: automatic
Effect:
The attack is only Damage 1 (not flechette), but completely ignores cover. Furthermore, if you have at least 2 net hits on a target, they catch fire.
-
Hot-shot Laser Battery:
Weapon: laspistol or lasgun
Cost Adjustment: 1 extra point total
Effect:
The battery holds only 1 shot, but gains +5cm range and deals +2 damage within the first (extended) range increment.
-
Holy Promethium:
Weapon: any (flame)
Cost Adjustment: 1 extra point total
Effect:
The weapon works as normal, except that protection gained from Power (magic bonuses, psyker powers or daemonic "natural" abilities) are ignored and do not contribute to the soaking.
Tox-fuel:
Weapon: any (flame)
Cost Adjustment: 1 extra point each
Effect:
The flame is now highly toxic. Anyone damaged must make an Endurance check after taking the damage (Threshold equals half the unsoaked damage). If they fail, they take another box of damage for every hit they fail by.
-
Grenade: *grenades are thrown using an Athletics check, with 5cm range per point of Strength* (1 point for 4, * count as 2)
Frag: 4 Damage, Blast, ignores cover, counts as flechette
Krak: 5 Damage, Armour Piercing
*Choke: 0 Damage, Blast (then Large Blast next round), Threshold 3 Endurance check to resist Prone and Stunned 2 rounds
*Plasma: 6 Damage, Blast, Armour Piercing
*Spook: 0 Damage, Blast (then Large Blast next round), Threshold 3 Faith check to resist Fear for 3 rounds
*Incendiary: 3 Damage, Blast, 1 net hit causes the target to catch fire, ignores cover
Last edited by Koumei on Fri Dec 26, 2008 1:04 pm, edited 3 times in total.
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Koumei
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Post by Koumei » Sat Dec 20, 2008 10:05 am

Vehicles
Remember, to have a chance at being allowed a vehicle, you must have basic piloting ability. The better you are at it, the more easier it is.
Motorbike (combat design):
Difficulty: 1
Speed: 50cm with a single turn using up 10cm
AV: 4
Effect: You ride it. Two people can sit on it if they don't mind a little discomfort.
-A rapid fire or assault weapon may be mounted on the front for free as long as you actually get the weapon
-Can take an Attack Bike upgrade for 1 point
-Attack Bike: AV 5, adds a compartment for 2 others, with a mount for a heavy weapon. Turning uses up 15cm now.
Rhino Transport:
Difficulty: 2 (1 if the driver has a Drive pool of 6+ and no history of ruining shit)
Speed: 20cm, with a single turn taking up 5cm
AV: 7 (6 at the rear)
Effect: this can carry up to 10 people, not including the driver.
-You can mount a storm bolter on the top at no cost (other than the weapon itself)
-A powerful searchlight (torch, double range) can be added for 1 point
-Smoke launchers (single-use, grants cover modifier of +2) can be added for 1 point
-A dozer blade can be added for 1 point. This adds +2 SV to the front, and helps clear rubble out of the way as well as adding +1 Damage to ramming and driving over people (usually Damage 4)
Repressor Transport:
Difficulty: 3 (2 if the driver has a Drive pool of 6+ and no history of ruining shit, or 1 if they have 10+ dice for Drive and a good record)
Speed: 20cm, with a single turn taking up 5cm
AV: 6 (7 at the front)
Effect: this can carry up to 10 people, not including the driver.
-It always has a searchlight and dozer blade
-Six slits allow Rapidfire, Pistol or Assault weapons to be fired out
-The hatch at the top allows for another (non-heavy) weapon to be fired
-The cupola at the front has a Storm Bolter (1 point per extra clip)
-The turret at the top has a Heavy Flamer (1 point per extra canister)
-Frag-launchers can be added to the front for 1 point
-Laud Hailers and Smoke Launchers can be added for 1 point
Immolator:
Difficulty: 3 (2 if the driver has a Drive pool of 6+ and no history of ruining shit)
Speed: 20cm, with a single turn taking up 5cm
AV: 7 (6 at the rear)
Effect: this can carry up to 5 people, not including the driver.
-Has a turret with either twin-linked (+4 dice) Heavy Bolters, Heavy Flamers or Multi-Meltas.
-Can be upgraded with a Hunter-Killer missile (triple-range single-use Krak missile with +5 dice to hit) for 1 point
-A powerful searchlight (torch, double range) and a Laud Hailer can be added for 1 point
-Smoke launchers (single-use, grants cover modifier of +2) can be added for 1 point
-A dozer blade can be added for 1 point. This adds +2 SV to the front, and helps clear rubble out of the way as well as adding +1 Damage to ramming and driving over people (usually Damage 4)
Penitent Engine:
Something as immense and complex as this is hard to get, seeing as it needs the approval of the Ecclesiarchy, however it is indeed useful.
Difficulty: 2 (Repentia only, unavailable for Low and Lowest priority)
Speed: 20cm
AV: 5
Effect:
-this counts as a vehicle, however the piloting Repentia needs assistance to get in and out of it, and it takes more time than is practical during combat, at least a minute.
-if attacking from the front, an attacker may take a +2 penalty to the threshold to try to strike the Repentia instead.
-equipped with two Power Weapons (Strength 10)
-equipped with 2 Flamers that can be used together as a Heavy Flamer
-the engine contains additional fuel for 30 blasts of flame from each
-only (cloth) armour may be worn
Exorcist:
Difficulty: 3 (2 if the driver has a Drive pool of 6+ and no history of ruining shit. Only available on missions where siege conditions are likely.)
Speed: 20cm, with a single turn taking up 5cm
AV: 6 (7 at the front)
Effect: this carries 5 people, including the driver. If it is moving, someone other than the driver has to control the missiles.
Equipped with the Exorcist Missile Launcher.
-Range: 35cm with a blast template
-Damage: 7
-Ammunition: 40 missiles (8 fired per attack)
-Other: gains +5 dice to hit when stationary, +3 dice when moving
-If there are no passengers, another 40 missiles can be added for 1 point
-Can spend 1 point to upgrade to Castellan Incendiary missiles or Minefield Missiles.
-Castellan: ignores cover, gains the (flame) tag
-Minefield: layers the area with mines. Wandering through requires a Threshold 3 Athletics check (2 if being slow and careful). Failure results in being hit by a 9-Damage attack.
Land Raider:
Difficulty: 3 (2 if the driver has a Drive pool of 6+ and no history of ruining shit. Only available on High or Highest priority missions.)
Speed: 20cm, with a single turn taking up 5cm
AV: 8
Effect: carries 5 people aside from the driver.
-The top turret has a twin-linked (+4 dice) Heavy Bolter
-Each side-sponson has a twin-linked (+3 dice) Lascannon
-The driver can happily use the turret while driving, another is needed for the sponsons.
-Can be upgraded to a Terminus for 2 points or a Promethius, Crusader or Redeemer for 1 point.
-Terminus: carries only 2 other people.
-Side Sponsons are "triple-linked" for +1 Damage and +5 dice to hit
-Turret has a Twin-linked (+4 dice) Lascannon
-If you don't get at least 6 "not 1" dice when firing, the weapons overload the battery. The vehicle loses 1 health box and stalls for 1 round.
-Promethius:
-Carries ten people, not including the driver
-Turret replaced with a pintle-mounted Storm Bolter, controlled by driver
-Side Sponsons have quad-linked (+8 dice, +1 Damage) heavy bolters, requiring someone else to aim and fire them.
-Crusader:
-Carries ten people, not including the driver
-Turret replaced with cupola-mounted twin-linked (+3 dice) Assault Cannon and Turret-mounted Multi-melta (requires someone to man it).
-Side Sponsons have Hurricane Bolters (+10 dice).
-Frag launchers on the front
-Redeemer:
-Just like the Crusader, except it has Incinerators instead of Hurricane Bolters.
Aquila Lander:
Difficulty: 2 (1 if the driver has a Pilot pool of 6+ and no history of ruining shit. Only available on missions where space travel seems relevant.)
Speed: 20cm, with a single turn taking up 5cm
AV: 5 (4 at the rear)
Flies at a speed of 50-100cm (cannot go less than 50cm in a turn, unless spending a primary action to engage VTOL hover mode. Another primary action disengages).
Carries up to 6 characters aside from the pilot
Equipped with a nose-mounted heavy bolter (1 point to upgrade to an auto-cannon).
Can travel in space.
Baneblade: HAHAHAHA, no.
(This would basically be a mission objective. If you pilot it, you're practically invincible by the scope of this game. Players should not encounter these as enemies unless the conditions allow for them to use cunning to get close enough to attach melta bombs/clamber in. Otherwise the main gun will vaporise them. The players should not have access to one, either, as it would be god mode.)
---
Laud Hailer: stealth is impossible, but when you try to run people down they need to make a Threshold 4 Faith test or run away in fear. They even need to make a Threshold 1 Faith test just to attack you.
Frag Launchers: Explosives and shrapnel blast from the front as the crew disembark, allowing them to exit and ignore Overwatch as they do so. Additionally, anyone up to 10cm in front of the vehicle must make a Threshold 3 Faith test or go to the ground.
Bunkers and Buildings
These can't be purchased or requisitioned, seeing as they're stuck in place. This is just basic information for GMs.
Pillbox:
Size: around 5-6cm by 5-6cm, or a 10cm diameter circle
Carry Capacity: 5
AV: 6
Other:
-has a firing slot for about three weapons to attack from
-might have a Heavy Stubber or Heavy Bolter inside
-might have camouflage netting (+2 Threshold to notice)
Turret:
Size: 5-10cm by 5-10cm, or a 10-20cm diameter circle. At least three floors.
Carry Capacity: 5-10 per floor
AV: 7 or 8
Other:
-tends to have 2-3 firing slots per direction
-may have an AA weapon or artillery weapon at the top
Fortress Wall:
Size: as long as you like, usually 3-4cm thick
AV: 7
Other:
-might have firing slots
-some have stairs/ladders on one side, to climb up
AA Platform:
Size: 5-10cm by 5-10cm
Carry Capacity: 1-3 crew
AV: 6 at the front and top, 5 elsewhere
Other:
-has a quad-linked (+8 dice) anti-aircraft auto-cannon with double range.
-Uses four times the ammunition, but has a reel with one hundred rounds belt-fed.
-might also have a hunter-killer missile and/or a heavy stubber or a storm bolter.
-might even replace the auto-cannons with 4 manticore AA missiles. These have a 100cm range and use the big blast template, and +4 dice to hit. The damage is 10, but luckily they always explode in the air, so can't target ground troops (however they must still take a Threshold 1 pinning test if it explodes overhead). Only four such missiles are available.
Artillery Platform:
Size: 5-10cm by 5-10cm
Carry Capacity: 1-3 crew
AV: 6 at the front, 5 elsewhere
Other:
-Armed with either an Earthshaker Cannon or a Twin-Vanquisher Cannon
-Earthshaker: 1m range, Damage 9, can fire indirectly like a mortar, Heavy, uses a blast template
-Vanquisher: 60cm range, Damage 8, Heavy, uses the large blast template, +3 dice to hit
-Either way, each can fire once per round using the normal rules for Heavy weapons, and has twenty rounds available.
Last edited by Koumei on Sat Dec 27, 2008 8:04 am, edited 3 times in total.
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Koumei
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Post by Koumei » Sat Dec 20, 2008 10:07 am

Cybernetics
Favours, duties and achievements here aren't part of character creation: you actually earn them in play. If someone creates a character with bionics, assume they have earned a single favour. These can be upgraded over time.
Bionic Arm:
Difficulty: automatic, if you actually lose an arm
Effect: This is a regular arm, designed to replace one that was removed.
-If you earn a favour, it can look like a human one, with synthetic muscle
-If you perform a major duty, it can be powered up to grant +1 Strength
-If you earn a favour it may contain a secret compartment (enough space to hold a single grenade)
-If you earn a favour it may have built-in recoil absorbers, reducing the recoil of any weapon by 1
Bionic Leg:
Difficulty: automatic, if you actually lose a leg
Effect: This works like a normal leg, to replace one that got lopped off.
-If you earn a favour, it can be made to look like a real, living leg
-If you earn a favour it may contain a secret compartment (could hold a pistol or a couple of grenades)
-For one achievement a pair of bionic legs may contain shock-absorbers, to reduce falling damage by 2
-For one great service a pair of bionic legs may be upgraded to add 5cm to your movement speed.
Bionic Eye:
Difficulty: automatic if you lose an eye
Effect: This works like a normal eye, being a replacement for one that was severely injured.
-If you earn a favour it can be made to look natural
-For a great service it can have a zoom function, effectively adding a scope to every rapid fire or assault weapon you wield.
-For an achievement you can gain advanced sensory abilities, adding +1 die to Perception checks
-For an achievement you can gain night-vision and infra-red
-For a great service you can add a Jokari digi-weapon (Needler or Las)
Finger Digi-Weapon:
Difficulty: requires a great service to be performed
Effect: your finger contains a digi-weapon (Needler, Flame, Inferno or Las) that can be fired once before needing to be reloaded, with the exception of a Las Digi-weapon that can be fired three times.
Digi weapons all have 5cm range increments, with a maximum range of 15cm. They can be fired in HtH without penalty.
(A digi-weapon built into the eye has +4 dice of accuracy)
-Las: Damage 3
-Inferno: Damage 6 (melta), halved if further than 5cm
-Needler: Damage 2, delivers a toxin as per the needle rifle
-Flame: Damage 4, sets the target on fire with 1 net hit
Scanning/Communications Devices
Auspex:
Difficulty: 1 point
Effect: Making a Technology check (threshold 1) allows you to detect the presence of anything emitting heat, electricity or radiation within 30cm. Every net hit allows you to gain a more accurate reading on 1 creature/object within this area. A critical success increases the range to 50cm and gives an accurate reading on everything.
Batteries are dirt cheap and last for 6 hours.
Psi-Tracker:
Difficulty: 2 points
Effect: This strange device alerts people to the presence of psykers, daemons, warp beasts and psychic phenomena. It blips and beeps if any of the above are within 30cm, and additionally, grants +4 dice to hit psykers with ranged attacks, guiding the weapon to point directly at the foe.
Bio Scanner:
Difficulty: 1 point
Effect: making a Threshold 1 Technology test will tell you the general condition of a person scanned. Each net hit grants additional info:
-what poisons are affecting them (if any), another for remedies
-what diseases/infections they have (if any), another for cures
-any other health concerns that require attention (diet, fatigue, parasites)
Surveyor:
Difficulty: 1 point
Effect: they are binoculars with a distance-finder and nightvision. A Threshold 1 Technology test is needed to figure out the zoom, focus and distance finders.
Vox Caster:
Difficulty: 1 point
Effect: by any other name, a 2-way radio with decent range and tracking. A Threshold 1 Technology test is needed to tune it in, and a Threshold 3 test lets you listen in on other nearby comms, connect with orbital craft, disguise your voice or use it as a megaphone.
Communication Beads:
Difficulty: 1 point, 1 favour for the subdermal implant
Effect: you put this tiny thing in your ear and you can receive radio signals - basically, anyone with a Vox caster can talk to you, though you can't talk back. They can also pick up signals from the built-in radio of power armour. Very easily hidden - someone needs to actively search you to notice if you have it in your ear, and if you put in in your back-pack, they'll have a very hard time finding it. Some people get them subdermally implanted.
Drugs/Medical
Polymorphine:
Difficulty: 1 for 1 dose, 1 point for every following dose
Effect: for one minute, the body is racked with pain as it shifts and alters. During this time, make an Endurance test (Threshold 2). If you suffer an error, you spend a further ten minutes being violently ill. If you succeed, you can change your appearance to that of any creature of the same race (or similar enough). This only affects your appearance, voice and such, and does not grant you weapons or armour. Don't think of D&D Polymorph abuses, it's a disguise. For the next 12 hours, you have this shape and by making an Endurance check (Threshold 1) and spending another minute, you can change your form again. After this, your body painfully returns to normal over the course of a minute.
-Every time a dose of Polymorphine wears off, you take a single health box of damage from bruising and the like. This can't reduce you below 5 health boxes though, so if you have already taken a Serious injury, you're "fine".
Etherium:
Difficulty: 1 point per dose (null psykers only)
Effect: etherium has to be consumed orally, or can be fed into the Animus Speculum, which helps deliver it at a more regular pace. It lasts for 30 minutes in the first case, or 1 hour in the second.
-anyone within (Willpower*5)cm of the user must pass a Threshold 2 Faith test to fire upon or use a psychic power against the user. If they fail, then as a free action they can select another target.
Bio Booster:
Difficulty: 1
Effect: This small device helps to pump chemicals into you and force your heart to beat.
-treat your wound penalty as one level lower
-gain +2 dice to soak damage from poisons or diseases
-gain +3 dice to Endurance checks
Vivisector:
Difficulty: 1 point on High Priority
Effect: This is a glove covered in small las-cutters and scalpels. It can be used as a melee weapon (+1 damage, with a threshold 1 Endurance test against taking another health box of damage from poison), but works better as an interrogation device and tool of surgeons. It grants +1 die to Intimidation, and +3 dice to Medicine tests relating to performing surgery or sealing cuts. It can apply a weak local anaesthetic as well.
Stimm:
Difficulty: 1 point per dose
Effect: using this requires a Medicine check (threshold 1) to find a vein in the heat of battle. If you're not in a hurry, it's automatic. After taking it, you will be in a hurry. Ignore all fatigue penalties for 1 hour. After that, you become exhausted, and have cravings for another dose for a little while.
Morphia:
Difficulty: 1 for access, 1 point per dose thereafter
Effect: the good stuff! Applied like Stimm, above. This stops your nervous system from bothering to transmit/receive pain signals, and makes you feel really fucking good. Ignore all wound penalties and pain effects for 1 hour, as well as up to 2 dice of morale penalties. After this, it all comes back and you will have minor withdrawal symptoms for a short while - longer if you take it regularly.
Note that for the Sisters of Battle, abusing Morphia is a whippable offence. Yes, they wait until the morphia is out of your system first.
Detox:
Difficulty: 1 point each
Effect: Detox will instantly remove all drugs from your system, causing drug effects to simply end. Additionally, it stops withdrawal/chemical addiction and also allows you to re-make any Endurance checks against poison in your system, with +3 dice.
Medi-kit:
Difficulty: 1
Effect: This contains purified water, salt tablets, bandages, spray-on plaster/bandaids, a sewing kit for stitches, tweezers, one dose of morphia, one dose of stimm, one dose of detox, antiseptic, a few different common medicines, a heat-pack, an ice-pack, a thermometer, and the other standard things you expect to find.
This provides +3 dice on medicine checks if you are actually using the contents. Every now and then you will probably need to buy a new one after using enough things - use your discretion.
Frenzon:
Difficulty: 1 point
Effect: roll 10 dice. The dose lasts for 1 minute per hit (minimum 1), granting immunity to Fear and the Frenzy Perk. When it wears off, you become fatigued. Taking more than 2 doses within 24 hours requires an Endurance test (Threshold 1, plus 1 per dose thereafter). Failure causes one level of damage per hit you fail by as your blood pressure skyrockets and vessels burst open. You may even suffer a heart attack.
Drugs are bad, kids.
Obscura:
Difficulty: 1 for a single dose, 1 point for a second dose, no more available. Strictly for drugging potential foes. Characters with a history of drug abuse will be denied access, and personal use is punishable by whipping and forced detox.
Effect: for 1d6 hours, the user is in a relaxed, dreamlike state as the "narcotic" influences them. Everything is peaceful and they take a penalty of 3 dice on anything they actively try, as well as Initiative, however they gain 3 bonus dice to resist pain, despair, mental influence (psychic or otherwise) or fear.
Once it wears off, make an Endurance test, Threshold 3. Depression kicks in for 10 hours, minus 1 if the test is passed, -1 for every net hit (minimum 1 hour).
-Overdose rules apply as per Frenzon, the risk being that the heart stops beating and the lungs relax so much they don't breathe. Renal failure is also possible.
Nano-Repair pills:
Difficulty: 1 for a blister pack of 4
Effect: swallow one of these, and over the next hour tiny nanobots will get to work repairing your body from the inside. Mostly they undo damage, restoring a single health box (not damage level) every 5 minutes, however they also track poisons and viruses down to neutralise, granting +4 dice on Endurance tests against poisons, diseases and such. Any strong electrical attack on your body will fry them, rendering them useless.
Holy Items
Prayerbook:
Difficulty: 1 point in Low Priority
Effect: Spending 10 minutes reading from the prayerbook and reciting praises to the Emperor will calm your mind, removing all morale penalties. It will also grant you +1 die on your next Faith check within 12 hours. For +5 credits there will also be hymns included. Singing them out loud improves this bonus to +2 dice, and singing with at least one other person gives you +2 dice on your next Camaraderie check within 12 hours.
Purity Seals:
Difficulty: 1
Effect: Simply wearing these helps to empower you and protect you from the impure. As such, any Power-based attack (psychic powers, spells and special attacks from daemons) automatically takes a penalty to hit you equal to your skill ranks (not dice pool) in Faith, as well as suffering extra Drain equal to your Willpower rating, when used against you.
-You may also take the Iron Medallion of Purity, never worn without Purity Seals, for 2 points. This grants +2 dice on all Willpower checks (this +2 is not added to the Drain of Powers used against you).
Iron Halo:
Difficulty: 1
Effect: The Iron Halo helps reduce the severity of injuries, defending against otherwise lethal hits. Roll an additional 3 dice for Soaking damage (this counts as Armour despite not having a fixed value).
Cloak of St. Aspira:
Difficulty: 1
Effect: This holy relic provides much more protection than it appears to. Firstly, it increases your Armour Value by +1, and secondly it allows you to roll an additional 3 dice to Soak damage from psychic powers, magic or any attack from a Daemon.
Mantle of Ophelia:
Difficulty: 1
Effect: This provides a sort of forcefield, designed to interfere with piercing energy. If any attack ignores armour, it instead simply re-rolls failed dice to hit (if it hits in the first place - adding net hits) up to your AV. If an attack would normally roll extra dice up to your AV, it instead rolls only 1 extra die and the rest is soaked up as normal. It is powered by your faith, so does not require an energy source.
Sacred Standard:
Difficulty: 2 points
Effect: This can be used as a spear - a two-handed weapon that reaches out to 5cm with +1 Damage, however that is not the true purpose. It helps to inspire troops as well as get their attention. Just keeping it in the air grants you +2 dice to Command, and every ally within 20cm who can see you gains +1 die to Faith and Endurance checks.
-For another point it can be imbued with bones of saints and a shard of the Emperor's armour, granting +2 dice on any test you spend Edge on.
Sacred Banner of the Order Militant:
Difficulty: 1
Effect: This standard can also be used as a spear (see above), however it also has a different purpose. Every Adepta Sororitas character within 30cm of the wielder (including the wielder herself) counts as Fearless. This lasts as long as they remain in the area.
Simulacrum Imperialis:
Difficulty: 2 points
Effect: this standard can also be used as a spear. Its main purpose, however, is in aiding the benefits of placing faith in the Emperor. If the wielder, or anyone within 10cm who she considers an ally, spends Edge on an action, then any roll of 6 allows an additional die to be rolled.
Relic Blade:
Difficulty: 2
Damage: +2 (+3 if wielded in both hands)
Special: these ancient, near-magical weapons glow with brilliant light when the wielder wills them to. This increases the Threshold to strike them by +1 unless they have some kind of eye protection. Against daemons and warp creatures, the Damage is increased by a further +2 and does not allow for defences created using Daemon powers, psychic abilities or similar. Edge cannot be spent (by anyone) to reduce the effectiveness of these weapons.
-Some have a single use Flame Blaster power within them, this increases the difficulty by +1
-In a really dramatic moment, someone might "create" their own in the heat of battle. They then get to keep this until killed. Yes, it's a plot thing.
Stake-Beacon of Light:
Difficulty: 2
Damage: +1 if wielded in both hands
Special: this emits a special kind of light, only visible in the Warp. Any daemon or Warp beast trying to manifest within 10cm per Willpower point of the wielder must make an opposed Faith check to be able to. Failure prevents them from trying again for six hours.
-Psychic powers targeted at anyone within the above area suffer additional difficulty: they must beat a Faith check with their Invoking or Channelling roll, otherwise the stake merely absorbs the power harmlessly. If they are outside of the area, they gain +3 dice to this roll, however.
-If used in melee against a daemon, warp beast or psyker, the damage bonus becomes +X, where X is equal to the Willpower of the wielder (thus dealing Strength + Willpower + net hits, +1 if two-handed)
Vial of Holy Water:
Difficulty: 1 point
Effect: if sprinkled over a 10cm radius area, all daemon powers and psychic powers have their Threshold increased by +1. Daemons count as fatigued whenever in the area. This lasts for 1 hour.
-The vial can be thrown as a grenade, and if it hits a daemon or psyker, it deals damage like a plasma grenade.
Mirror of Lady Katherine:
Difficulty: 1
Effect: This hand-mirror was once used by Lady Katherine herself, and is said to allow one to see beyond the physical world and into the soul. Glancing into it is a free action, but you need to be holding it at the time - primary actions are needed to fetch/stow it.
-If someone with Faith Powers glances into it, then any Faith Powers they use on that turn gain +3 dice
-As a primary action, it can be used to see through disguises, even polymorphine or psychic powers
-Looking into it before giving a speech will fill the speaker with confidence and ease, granting +3 dice on the roll.
Robes of St. Celestine:
Difficulty: 2
Effect: these saintly robes glow with purity, and reject the embrace of flames. The wearer is immune to regular fire, and cannot be set on fire. Additionally, she may roll additional soak dice against [Flame] attacks equal to her Faith ranks. Finally, the wearer hovers above the ground and gains +3cm to her speed.
-If a heretic should dare don these robes, then immediately the robes disintegrate as the heretic bursts into flame (as though hit by a Heavy Flamer with 0 net hits).
Gauntlet of the Pyre:
Difficulty: 2
Effect: this enormous gauntlet can be wielded as a close combat weapon that deals +1 damage and sets foes on fire if it successfully hits. Better still, it may fire gouts of flame, as a twin-linked (+3 dice) Flamer. An Error is suffered if less than five dice turn up with a result other than 1. An Error merely results in the weapon firing no more flames for the rest of the scene/battle.
-Against daemons and psykers, it counts instead as a twin-linked (+3 dice) Heavy Flamer, yet is fired as an Assault weapon.
Other Equipment
Helmet-Brazier:
Difficulty: 1 point, 1 on Low Priority
Effect: Because your head is too small to build a cathedral on, you do the next best thing and keep a huge fire atop it. This radiates light and warmth to 20cm, until it runs out of fuel anyway. It has enough fuel to burn for 5 hours.
It can be adjusted, spending an action, to start churning out thick black smoke. This grants you cover (threshold +1) but you suffer the same penalty to hit others.
Additionally, if you make a headbutt attack against someone (unarmed attack) while it is lit up, they catch fire on a successful hit.
Goggles:
Cost: automatic
Effect: Zey do nothing!
They provide +1 die to Endurance checks against things such as smoke and tear gas. All it does is protect the eyes, not the facial skin, breathing and the like. Works best with a gas mask as well.
Clip-on Torch:
Difficulty: automatic
Effect: It provides light, and you don't need to hold it. It's a fairly dull light, out to 15cm. You can either let it run off your Power Armour, or use batteries. The batteries last for 24 hours and are very cheap. Whatever.
Rations:
Difficulty: 2 days automatic, 1 point per week beyond that
Effect: It keeps you fed, with various nutrients, protein, vitamins and minerals. The taste is somewhat bland, but not awful, although to keep your sugar levels up there is what basically constitutes a Pixie Stick.
Daily Prayers:
Difficulty: 2 weeks worth automatically
Effect: First, you read them and generally feel good for it. Then, you eat them. No really, the paper and ink hold basic nutrients, designed to keep your body alive, give you some energy and soak up stomach acids. It's as bland as, well, paper, and a sustained diet would be unhealthy (to the degree of what Uni students eat, and the malnourishment they suffer from), but it's better than actually starving to death.
Extinguisher:
Difficulty: 1 point
Effect: Extremely rarely, you won't want something to be on fire, for whatever reason. This will put out an area of flames roughly 5cm in diameter, and works from up to 15cm away.
Weapon Maintenance Kit:
Difficulty: automatic, 1 point on Low Priority
Effect: This contains the tools needed to disassemble and reassemble weapons, guides to unjamming weapons, a jar of blessed machine oil, cloth and dowel for clearing the barrel, and things to that effect. This provides +2 dice to Technology checks to un-jam a weapon or do similar things.
Repair Kit:
Difficulty: 1
Effect: This is a pretty decent tool kit, and provides +3 dice on Technology checks to repair (or for that matter, dismantle) machinery and vehicles, and +2 dice on Artisan checks to build machinery and vehicles.
Bottled Water:
Difficulty: automatic
Effect: You buy it by the litre. It's sealed, and purified so as to not contain any harmful chemicals, bacteria or chaos.
Armoured Backpack:
Difficulty: 1 point
Effect: It holds stuff, and has pouches and compartments for your convenience. Also, it's lightly armoured so a stray bolter round won't ruin all of your gear.
Flares:
Difficulty: automatic for a pack of 3, 3 more for 1 point
Effect: They shed a really bright light out to 30cm, completely illuminating the area. This lasts for a couple of minutes until it burns out.
Gas Mask:
Difficulty: automatic, 1 point on Low Priority
Effect: When you wear this, you gain +3 dice to resist smoke and airborne toxins. After an hour or so, it will need cleaning out if it has been blocking out particularly thick particles such as smoke or sand, which requires a basic (threshold 1) Technology check.
-For 1 point it can have a bottled air supply added, with enough oxygen to last 2 hours. It can hold up to two such bottles, drawing from one at a time so you can detach an empty one and attach a spare while still breathing normally. This prevents you from needing to breathe the air around you at all, so you needn't make the check.
Noble's Clothes:
Cost: 1 point
Effect: this is an expensive set of clothes that lets people know you are important. It can even include contact lenses, skin dyes and hair extensions.
Effectively, you have a new persona if you wish, so gain +4 dice on any check made to convince someone you are not actually yourself. Additionally, people will treat you like a noble.
Tarantula Portable Heavy Weapon Platform:
Difficulty: 1
Speed: 10cm
AV: 4
Effect: This will follow you around by remote sensor, making enough noise to increase the threshold of all Stealth tests by 1. On the other hand, you can mount a heavy weapon on it and suffer no recoil (however you still need to spend two actions in order to fire).
It can travel for about 4 hours before needing to refuel. Doing so costs 5 credits at a place that sells fuel. Bringing spare fuel costs 1 point.
-for 1 point, it can be adjusted to mount a pair of identical weapons, allowing both to be fired with the same pair of actions. This does not make two attacks, it simply adds +3 dice to your attack.
-for +2 Difficulty credits, a Thunderfire Launcher or Inferno Cannon can be attached.
Thunderfire Cannon:
Type: Heavy
Recoil: cannot be fired without a heavy platform
Range: 50cm, explodes in a 10cm radius blast
Clip: 4 missiles (1 point for 4)
Damage: 6
-Special: can be fired as an air-burst, forcing everyone in a 15cm blast to make a Threshold 2 Faith test or go to the ground. This deals only 5 Damage.
-can be fired as tunnelling explosives, at threshold 4 to hit, but this ignores other forms of cover and explodes beneath the targets, knocking them all prone. Damage 4
Inferno Cannon/Flame Blaster:
Type: Heavy
Recoil: cannot be fired without a heavy platform
Area: 30cm cone
Clip: contains enough fuel for 5 scorching blasts (1 point to refill)
Damage: 6
Other: this weapon ignores cover. If it successfully hits, it sets the target on fire.
-The nozzle can be adjusted for +1 point, halving the width of the cone but doubling the length.
Breacher:
Difficulty: 1
Effect: This is a huge drill used for getting through thick walls and bulkheads. However it can be just as useful for getting through thick people and mutants. It shouldn't take very long to drill through any stationary object. As a melee weapon, it deals 4 damage but does not add your Strength. AV is applied as normal, however Strength cannot be rolled to soak it. On a critical hit (threshold +4 hits), the target's armour is both ignored and damaged, reducing its AV by 1 (and no damage is soaked).
Servo-Harness:
Difficulty: 1 point, but unavailable at Low Priority
Effect: This is worn over armour and has a big servo-arm attached. It acts as a third arm with Strength 5 for the purpose of lifting and carrying things, but can also be used as a club weapon that uses its own Strength.
-For +1 point, it can be upgraded to Strength 6. For +2, Strength 7.
-For +1 point each, up to 4 tendrils may be added. These allow you to make "chain" attacks at up to 2cm, but also grant +1 die to Technology checks, each.
-For +1 point, an attachment can be added to provide bracing for any heavy weapon used.
Animus Speculum:
Difficulty: 2 (null psyker only)
Effect: wearing this large helmet enhances your ability as an untouchable.
-The range doubles
-As a Primary action you may use the helmet to target a psyker
-Make a contested Faith check against a psyker within your aura
-If you win, then every net hit you gain over them becomes a damage level
Auto Repairer:
Difficulty: 1
Effect: Activate this while placing it in front of a broken piece of machinery, and it will get to work repairing it. It counts as having a Technology (select one at purchase) dice pool of 7.
Holo Projector:
Difficulty: 1 point
Effect: this projects an animated hologram - either up to an hour of recorded image, or a direct broadcast via live feed. It can be magnified up to x10 and works up to 100cm away. The flickering image is obviously not real and anyone can tell it for what it is. However a Threshold 3 technology check can fine tune it for just a few seconds (1 round) to make it seem solid and real.
Isotropic Generator:
Difficulty: 1
Effect: this basically provides unlimited electrical power. It's very heavy, so you take a 1 die penalty on all Str/Dex checks you make (except for soaking damage) unless wearing Power Armour or similar. This can be built into such armour, or any vehicle, providing endless power, likewise charging lasguns and power weapons. If a las weapon is fired while attached to this, it enjoys +2 dice of accuracy and +10cm range.
Jump Pack:
Difficulty: 1 point
Effect: it can't fly, but it can help you get around. You may move straight up or at any angle, but you fall if you don't land on a solid surface. Additionally, you may make a free move of 5cm at the beginning OR end of your turn.
Photo Contacts:
Difficulty: 1
Effect: photo contacts filter light through in a special manner, acting as nightvision lenses in the dark, but decreasing light so as to not be blinded by photon flash grenades and similar. You are not affected by darkness or light-based blindness attacks/vision penalties.
-It's hard to notice that someone has these in, requiring an active search
Photo Visor:
Difficulty: 1 point
Effect: as Photo Contacts, but anyone can see you're wearing it and it blocks out peripheral vision, causing a perpetual -1 die on checks made to see things.
Plasma Engine:
Difficulty: 1
Effect: another big, heavy supply of a lot of power, this requires a Technology (Plasma Physics) check, Threshold 2, to be made to activate. It can power vehicles and armour, and can also be used to power up plasma weapons. This lowers the Error threshold by 4, as the energy is more easily regulated and the weapon's fans needn't worry about the batteries inside the weapon.
-If a Plasma Engine is hit by any attack that deals more than 4 damage (the AV of the heavy casing), roll 1d6 per excess point of damage. If a 1 is rolled, the power cuts out. If 2-3 ones are rolled, it cuts out and also shorts out anything relying on it (they shut down). If 4-5 ones are rolled, it cuts out and deals 5 Damage to everything within a large blast template, as well as everything connected to it. If more than 5 ones are rolled, it explodes, almost going nuclear. A Damage 7 [plasma] attack is made to everything within the Apocalyptic blast marker, and AV does not apply.
Psychic Hood:
Difficulty: 2
Effect: this grants the powerful ability to negate psychic attacks. When targeted by a psyker, the wearer may make a contested Faith test as a free action. If they succeed, the power is successfully negated. If they roll double the hits of the psyker, the psyker may not use that power for the rest of the scene as psychic backlash causes pain in that part of the brain.
Screamers:
Difficulty: 1 point
Effect: An alarm system, Screamers require a Threshold 1 Technology test to properly set them. After that, they observe an area of a large blast marker or a flame template (choice of the user). Anyone moving through the area activates an alarm that is extremely loud, unless they can pass a Threshold 3 Stealth check.
-Getting at least 3 net hits on the Technology roll can allow you to somehow make it work even further. Use the apocalyptic blast marker or the Hellfire template.
Stummers:
Difficulty: 1
Effect: The opposite of Screamers, Stummers improve your Stealth (in regards to moving quietly) by +5 dice. Alternatively, they can be set up to simply nullify all sound within a large blast marker.
Personal Void Field:
Difficulty: 2
Effect: Don't you hate it when you leave your helmet off, only to get shot in the face? While the PVF is active, any attacks to unarmoured locations or that ignore armour are effected by the field (although Psycannon bolts and the C'tan Phase Sword ignore it). The Threshold of any attack that fits these criteria is increased by 2, due to the field causing attacks to move to the side, and offers an AV of 3 even if they do hit, as a lot of force is taken up just trying to punch through the field.
Money and Expenses:
You automatically get 5 credits if Lowest Priority, 10 for Low, 50 for Normal, 100 for High and 250 for Highest.
1 point can double this, 2 points can triple it
Actually adding a Difficulty of 1 multiplies it by 10
Meal:
Cost: 1, 5, 10 or 50 credits
Effect: this is the cost for a meal at a restaurant or similar. You get fed for free at your base and in many other military or church-run places. This pays for a poor meal, decent meal, excellent meal or banquet, per person, respectively. Drinks are included.
Accommodation:
Cost: 1/day (small, bare room), 3/day (3-4* Hotel room), 10/day (5* Hotel room), 50/day (luxurious house/mansion) or 150/day (castle/palace, fully equipped, with guards and servants).
Effect: this is a place to stay when you're not at your base but are in civilised places.
Note: If you're guarding the place, it's free.
Driver/Pilot:
Cost: 1/day (civilian vehicle), 3/day (military transport), 6/day (military/rescue vehicle that stays and fights), 10/checkpoint (small space vessel) or 50/checkpoint (Space Hulk or similar)
Effect: this is the price for someone to drive you around the place, or to get from A to B. A checkpoint can be thought of as an interplanetary bus stop - refuelling stations, planets along the way etc.
Note: sometimes, they will pay you (or negate the cost) to guard the place for them.
Last edited by Koumei on Mon Dec 29, 2008 10:44 am, edited 3 times in total.
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Koumei
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Post by Koumei » Sat Dec 20, 2008 10:08 am

Positive Traits
One Star Traits:
&#10022; Brave: The character is very brave. Fear effects treat the character as if they were Berserk. They aren't actually berserking, and still notice fear, they just keep going anyway most of the time.
&#10022; Hard Knocks Diploma: The character has spent a lot of time living in the harsh underbellies of this world, and knows how things really get done. They know how to butter the bread around here, and get reduced Logistics thresholds when no one is looking.
&#10022; Certainty: The character is rather certain about their convictions. Virtually any action the character is compelled to do is considered to be a violation of their principles.
&#10022; Designated Driver: It's on the record that you're trained as a driver/pilot. When a mission allows for a vehicle, there's a better chance that the team will be given one - and you get the keys. Roll extra requisition dice equal to the difficulty of the vehicle.
&#10022; Ex-Ganger: The character used to belong in a gang, so knows all about fighting in crowded city environments and not getting caught. She probably has tattoos and a criminal record.
&#10022; Guard Veteran: The character has survived in a campaign on behalf of the IG. As such, they are entitled to some land, some respect, and some leeway from imperial agents who have never seen a battlefield. Unfortunately, the Empire also has their serial number and can call them back up if in “great need.”
&#10022; Linguist: The character speaks a language other than High Gothic or the local hive speak. This trait can be taken more than once.
&#10022; Positive: You have a generally positive attitude. This is refreshing in a Grim and Dark world, and helps you to keep fighting even when there seems to be no hope. Reduce the Threshold of Survival checks by 1.
&#10022; Rich: The character's bank account or cow herd, or whatever the planet uses to measure one's wealth is actually quite substantial.
&#10022; Sexy: Not necessarily *attractive* (although that's possible too, bearing in mind how much it varies), but you're good at striking the right chord, giving off a vibe that arouses others. This can be a benefit in the right social situations, but can also get you into trouble.
&#10022; Socially Connected: The character's list of friends has people that you've heard of on it.
&#10022; Studious: You have really read up on the scriptures. You don't need to have a prayer book to speak the prayers - you know them all by heart.
&#10022; Ex-Arbiter: The character had training with Arbiters in the past. She has lower Thresholds when dealing with existing Arbiters and in finding the criminal element in hive worlds.
&#10022; Naval Training: The character was originally trained in the Imperial Navy. She is used to the effects of zero-gravity environments, and is encouraged to put skill points into Pilot.
&#10022; Death Cultist: The character was a death cultist before being brought into the folds of the Sisterhood. She is creepy, and probably good at stealth, subterfuge or hacking people to bits. She's more likely to be given missions that involve such abilities, and has basic knowledge of the Officio Assassanorum.
&#10022; Tech-worlder: Raised on a tech-world, the character is used to being surrounded by machinery. She can pick one additional non-xeno Technology specialisation for free.
&#10022; Paradise Worlder: The character knows that she was born on the best planet, the Emperor's favourite planet. Sitting down and thinking about it generally makes her feel good.
&#10022; Resolute: The character hates to back down from an argument, and is vocal about her beliefs. People suffer a penalty of -2 dice when attempting to Persuade her of anything.
&#10022; Privileges: The character has some special duty or outright privilege. Examples include being the QM (benefit: upon failing a "gimme" roll, keep that roll and adjust things down to the limit), the disciplinarian/Mistress (lower Persuasion thresholds when dealing with other Battle Sisters) or similar.
&#10022; Dialogous: Your training lies primarily in that of the Order Dialogous. You gain four additional languages you can speak, read and write, for free. You can even find hilarious translation errors to share with your friends.
Two Star Traits:
&#10022;&#10022; Ambidextrous: The character can use either hand without difficulties.
&#10022;&#10022; Blank: The character bears the Pariah Gene and not only has no contact with the warp but actively interferes with the warp by their mere presence. Everything within a number of meters of them equal to their Edge stat has its Power stat reduced by half the character's Edge. The character can never have a Power attribute nor any chaos mutations.
&#10022;&#10022; Special Training: The character has already been inducted into an organization that teaches or grants advanced powers. Most such groups can only teach their abilities to Psykers, but there are those for whom this is not true such as Imperial cults.
&#10022;&#10022; Noble: The character comes from a high social caste that entitles them to own other people. She owns her own Hell Pistol or Power Sword.
&#10022;&#10022; Alien Technology: The character's background makes them familiar with alien technologies for whatever reason. Choose the technology base (ex.: Eldar, Tau, Ork, etc.) and the character can drive those vehicles and operate that machinery as if it was culturally appropriate.
&#10022;&#10022; Spacer Family: The character's family has a lot of spacers in it. Such families are not only relatively highly placed, but also used to long periods of little or no contact with other family members. As such, the character can expect warm receptions from people all over the galaxy with whom they have never spoken.
&#10022;&#10022; Bionic: The character is partially bionic. This means that damage to them can be repaired with Artisan, Technology, or Medicine skills, whichever is best. She starts with at least one cybernetic part.
&#10022;&#10022; Officer: You hold better rank than average, such as a Mistress, Sister Superior, or Celestian. When issued equipment, you usually get good stuff (+2 dice on "give me stuff" checks), and own your own Bolt Pistol (with 1 magazine) and Chainsword.
&#10022;&#10022; Helpful: You are just particularly helpful - you like to assist others. You can roll 1 bonus die on Camaraderie checks, and if you use an action to help another perform their action, they get a bonus die beyond what you would normally grant them.
&#10022;&#10022; Too clever by half: You've heard all the stories before, so someone would have to wake up particularly early to pull one over your eyes. The Threshold to deceive you with forgeries and lies (but not illusions) increases by 1.
Three Star Traits:
&#10022;&#10022;&#10022; Inheritor: The character's family line is supposed to inherit a major company or noble house. This earns the character some degree of respect, and also means she simply begins the game owning her own Repressor or Inferno Pistol.
&#10022;&#10022;&#10022; Multidextrous: You can use all of your arms as well as you can use your good arm. Alternately, you are capable of making full use of non-standardly placed weaponry while still using both hands. This works with mecha-dendrites and servo-arms just as well as real arms.
&#10022;&#10022;&#10022; Leader: Nothing is stopping the character from leading a force on hrr own. She is likely a Celestian Superior, Palatine or Canoness. She gets fantastic equipment (+3 dice on "give me stuff" checks) and actually owns her own Blessed Weapon/Relic Blade.
&#10022;&#10022;&#10022; Saintly: The character glows with a pure spirit and with the strength of the Emperor's will. She glows with destiny. Maybe she's not an actual Saint, but maybe she is, too. The benefits to this include gaining +2 dice on any Faith Power or Edge-boosted roll, as well as the respect/awe/admiration of the Ecclesiarchy and her peers. People may try to assassinate her, too.
&#10022;&#10022;&#10022; Inquisitorial Badge: The character has previously aided a Witch Hunter Inquisitor, and did fairly well. She may be picked out (with the rest of the group) for further special tasks, being outright given special gear for these missions.
Negative Traits
One Star Traits:
&#10022; Coward: The character is a coward, avoiding scary incidents in their life and never standing up for themselves. How they ended up in the Adepta Sororitas will never be understood. Or maybe they feel that they have to do things publicly that appear dangerous in order to overcompensate. Any compulsion to make such a character respond in a fearful manner is considered natural.
&#10022; Addiction: In the 41st millennium, religion is no longer the opiate of the masses. The character is addicted to some actual opiate, or possibly a stimulant like spine powder. The character spends a lot of time high, and a fair chunk of their disposable income getting high.
&#10022; Orphan: The character never knew their parents. This makes them sad sometimes and gives them as good a reason as any to go out and do things for the Emperor. Note: yeah, nearly all Adepta characters have this.
&#10022; Fanatic: Every member of the Ecclesiarchy is dedicated, but this character is just annoying about it.
&#10022; Embarrassing Secret: There is something about the character that would socially inconvenience them if it got out. What reduces someone's social standing on one world may be very different than what reduces one's social standing on another. For example: on Ocuron IV, left handed people are considered social pariahs, and a character who faked using their right hand for things would hold an embarrassing secret.
&#10022; Ugly: The character is physically unattractive, and has little luck with the opposite sex unless money is involved. Note that the standards for beauty are bizarre in the Imperium, and some places find the strangest things (un)attractive.
&#10022; Low Social Standing: On those worlds where heavy caste systems are in place, losing the birth lottery can have dire social consequences.
&#10022; Pervert: The character likes to do something that other people don't like people doing. Sometimes this is as simple as breaking eggs on the wrong side. But it makes the character stand out. Yes, it can be a pervert in the standard sense - maybe she steals the underwear of other Battle Sisters. If this happens in game, tell me all about it.
&#10022; Clumsy: The character drops stuff and falls down.
&#10022; Lazy: The character doesn't like to work, and shirks off doing it whenever possible. This causes resentment.
&#10022; Stupid: The character may not be unintelligent, but the things that they do and which come out of their mouth are retarded.
&#10022; Distinctive Style: The character does something that is readily identifiable. This means that if they do something that they can often be described accurately later on.
&#10022; Silver Spoon: The character has had a sheltered existence and honestly has no idea how anything works or how people actually live in the seedier realms of the planet or the empire. This also makes adjusting to life in the Sisterhood quite tough.
&#10022; Trainee: The character is still in training. She probably gets Scout armour or lesser, and is expected to follow the instructions of any full-fledged Sister. She has no Power Armour of her own, yet, only having Carapace Armour. At some point she may be sent on a mission to become a true Sister, and will lose this trait when that happens.
&#10022; Forgetful: It's not terribly so, but the character has a tendency to forget details here and there, which can lead to occasional embarrassment or even leaving out something important in a report. She also might forget to take an occasional minor item with her, and a storyline could come up rising from some forgotten enemy/rival.
&#10022; No taste: The character does not have a sense of taste. If someone tries to poison her, that could be bad. When eating most rations, it could be considered a benefit. The character may not take "taste" as a specialisation.
&#10022; Love Can Bloom: The character has a crush on/is in love with another Battle Sister, or vice versa. Or maybe it is mutual. This isn't frowned on, but it can create problems - specifically, it leads to story arcs where she is out fighting on planet X and the character is worried about her life (-1 morale penalty) until she convinces the commander she should take a squad over there as rescue/back-up.
&#10022; Obsession: The character is obsessed with something, and it can cloud her judgement. An example could be a determination to get vengeance against the Cult of Sanguinous Exchange, leading her to always try to get assignments to their planet so as to purge them with fire. Or maybe she once failed to save a patient who had Lupus, and now whenever diagnosing someone the first guess is Lupus and she nearly kills them with tests and attempted treatments.
&#10022; Troublesome: Maybe the character is brash, hot-headed and has a strong attitude. Maybe she gets her own ideas and creatively interprets orders. Maybe she just enjoys being punished. At any rate, the character is often in trouble and has a penalty of 3 dice when it comes to convincing the higher-ups to see her way or that she is in the right.
&#10022; Chronic Pain: the character is often in pain. Luckily, painkillers are often just given to her, to a limit. Still, it means she's often bitchy due to being in pain.
Two Star Traits:
&#10022;&#10022; Criminal History: Somewhere the Imperium has a record on crimes the character has committed. Luckily, the Imperial Bureaucracy is legendarily ineffective, but sometimes it pulls through. And that could easily be very dangerous.
&#10022;&#10022; Escaped Slave: Most Imperial worlds have slavery of one sort or another. The character was once held as a Slave.
&#10022;&#10022; Hot Blooded: The character escalates conflict readily.
&#10022;&#10022; Unlikeable: Nobody likes the character because they are simply unlikeable as a human being. Don't invest in a lot of Persuasion if your character has this flaw.
&#10022;&#10022; Sickly: The character spends a lot of time getting sick. Maybe there are sinister reasons, involving Nurgle. Maybe she just gets sick a lot.
&#10022;&#10022; Tutor: There is an apprentice or a novice that the character has decided to look after and train. She doesn't accompany the character on missions (due to the difference in training levels), but the group might occasionally be sent as a body guard (on a "look after the newbies" quest), or have to keep an eye on her around the base. If she gets in trouble on the character's watch, it's both their arses. In a somewhat literal sense.
&#10022;&#10022; Colour Blind: To the character, certain colours seem identical, or possibly show up only as grey, or whatever. This gives her a penalty of 2 dice to any visual Perception checks and she may not take sight as a specialisation.
&#10022;&#10022; Close Shave: The character was registered as a psyker for the Black Ships, despite not possessing the mutation. It did not take them long to realise she was not actually a psyker, and so they enrolled her with the Adepta Sororitas instead of returning or killing her. She probably suffers chronic pain and trauma, prone to nightmares.
&#10022;&#10022; Reconstructed: The character suffered a crippling injury in the past. Luckily, they remade her with bionics and such, but unfortunately it wasn't better, stronger and faster. She actually needs daily maintenance (Technology Threshold 2) to avoid having joints lock up or similar problems during the next day.
&#10022;&#10022; Sensitive Ears: the character can't wear a micro-bead, and just being near a Vox caster causes her ears to ring painfully. She probably has tinnitus or flinches when people shout or things explode.
Three Star Traits:
&#10022;&#10022;&#10022; Interesting to Chaos: The character is considered interesting by one or more Chaos entities. Even if such a being is nominally on your side, this is rarely good.
&#10022;&#10022;&#10022; Draft Dodger: Once a person is marked by the Officio Munitorum they must fight or die. The character has chosen the third option where they run for the rest of their lives. Luckily, she ended up in the Adepta Sororitas, but if ever found by a Commissar who has her name, there is going to be major trouble.
&#10022;&#10022;&#10022; Enslaved: While the character has escaped direct servitude, they are still nerve stapled. The character has command words that force obedience from them. All servitors and arcoflagellants are enslaved. This is unlikely for a member of the Sororitas, but has sometimes happened.
&#10022;&#10022;&#10022; Repentia: The character did something very bad, or thinks she did, so as punishment she is a Repentia. This involves regular beatings, a lot of prayer and counselling, and also entering battle without armour. She does get an Eviscerator, however, at the very least, while not getting her Power Armour and Bolter. She could be sent on a very important quest for redemption, or volunteer for something if it is a self-imposed punishment.
&#10022;&#10022;&#10022; Soulless: Maybe she was born this way, or maybe there was a glitch on a ship's Geller Field and she narrowly escaped death. Something is wrong with her soul. The character benefits from the Blank trait, however she is unable to use Faith Powers, never benefits from the Faith Powers of others, and has a higher threshold for Expression, Camaraderie and Empathy tests. Her fellow sisters pray over her a lot for some reason.
Last edited by Koumei on Tue Jan 12, 2010 4:10 am, edited 4 times in total.
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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
  Location: South Ausfailia

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Post by Koumei » Sat Dec 20, 2008 10:08 am

Perks
&#10022; Parry: When armed with a melee weapon that does more than half as much damage as your opponent's weapon, you increase the threshold to strike you in close combat by 1.
&#10022; Sprint: You may double the number of hits on your Run tests for purposes of how many extra cm you can move. Increase the Endurance threshold by 1 every time you do this.
&#10022; Quick Draw: Add +2 dice on your initiative checks. In addition, you can switch between weapons more quickly than normal, and you may take advantage of two weapons in close combat even when you are armed with a two handed weapon.
&#10022; Catfall: You are skilled at rolling out of falls. The distance the character falls is counted as if it were 2 cm less for each point of Agility you have.
&#10022; Evade: You are good at avoiding fire. In turns where you moved, the threshold to hit you with a ranged attack is increased by 1.
&#10022; Calm Under Pressure: You are blasé even when your life is threatened. You may buy hits even while in combat.
&#10022; Fast: Your basic movement is increased by 20%. So your standard move is 12 cm instead of 10. Your Run checks are unaffected.
&#10022; Sudual Striking: You are trained to bring enemies back alive. If your attack would do sufficient damage to kill a target, you may choose to have it do less damage such that the target does not die.
&#10022; Gun Fu: You can use ranged weapons (except heavy weapons) as clubs.
&#10022; Big Picture Thinking: You can always ignore close threats when determining where you can move and shoot.
&#10022; Purposeful: You can ready a heavy weapon while moving. This costs you 2cm of your movement.
&#10022; Cool and Callous: By spending an Aim action, you may ignore the penalties and restrictions of firing into close combat, except with automatic or template weaponry.
&#10022; Keen Senses: The range of any weapon in your hands is increased by 10 cm. The range of a pistol is only increased by 5 cm.
&#10022; Dowsing: The thresholds for scavenging materials are reduced by 1.
&#10022; Jump Up: You can change from being Prone to Standing as a free action.
&#10022; Free Running: You can treat difficult terrain as open and impassable terrain as difficult for purposes of movement.
&#10022; Unstoppable charge: Gain +2 dice to attack in melee if you charge into combat.
&#10022; Dirty Fighting: If you hit someone in melee and get at least 2 net hits, you can knock them prone for free. Does not work if they are more than twice your size, even though it's funny to picture a Battle Sister tripping an Imperator Titan.
&#10022; Hive Fighting: You're used to fighting on narrow bridges and ramps. If on such terrain, any melee attack with at least 3 net hits knocks the foe off the edge. An Athletics check can be made (Threshold 2) and, if it gains as many net hits as your attack, they avoid falling.
&#10022; Power of Faith: You can buy "Faith Powers" as perks. Additionally, as long as you have Edge remaining, you gain +1 die on all Endurance, Survival and Faith checks.
&#10022; Unshakeable Faith: Your Faith powers treat your Faith as though it were 2 higher.
&#10022; Hive Spider: You are a champion at climbing. You can even hang onto the ceiling if there's something to grab, and climb along at 1/2 speed. Climbing straight up (or at an easier slope) can be performed at your regular speed at no increase in Threshold.
&#10022; Bulging Biceps: You are so strong, or at least, bulky, that you can brace a heavy weapon against yourself. You don't need to mount it on a tripod, you can just hold it tight and not suffer the Recoil as a penalty to attacks. It still takes 2 actions to fire, though.
&#10022; Jump Back: If someone engages you in Hand-to-Hand combat, you may attempt to disengage. Both of you roll Agility. If you get more hits than the attacker, you can move back 3cm. They may choose to abandon the attack and instead move (or draw a firearm) rather than just losing the action.
&#10022; Overwatch: When issuing covering/suppressive fire, you gain +3 dice. Your friends think it's wonderful how you shoot people who aren't them.
&#10022; Disarm: As a melee attack, you may attempt to snatch an item held by your opponent. Make opposed Strength checks. If you get more hits, you have the item and they don't. They get +1 die if they are holding it in both hands.
&#10022; Sidestep: Whenever someone misses you in melee combat, you may redirect them 3cm in the direction of your choice, even sending them off ledges.
&#10022; Berserk Charge: You can charge recklessly, focusing on the kill. If you charge into melee, you deal an extra point of damage on all of your attacks, however everyone gains +2 dice to hit you.
&#10022; Frenzy: You may enter a mouth-frothing rage, more or less whenever you want. You can do it as a free action, and can snap out of it in one of three ways:
1. Running out of enemies
2. Getting knocked out
3. Making a Logic check (just 1 hit is needed) to realise you need your brains
You cannot make any Intuition, Charisma or Logic skill checks while in a Frenzy, nor any defensive perks, but there is a benefit: you roll an extra 2 dice to hit with any attacks, and temporarily count your Strength as being 2 higher.
&#10022; Inspire Frenzy: You get so angry that you need other people just to contain your anger. By spending an Edge, you can make every ally within 10cm count as having the Frenzy perk. They may then choose to fly into a rage. This takes a primary action, unless folded into the act of entering a frenzy yourself.
&#10022; Inspiring Battlecry: As a primary action, you may shout out to inspire your allies to shoot people in the face. Make a Command check. For every hit, one ally is effected, gaining the ability to reroll all failed dice from a single attack on their next turn.
&#10022; Rallying Cry: As a primary action, you can remind your allies that fear is for the weak. Make a Command check. You have an aura that extends in a radius that is 10cm for every hit. They may immediately make a Faith check (against the original Threshold) to remove a fear effect on themselves, with bonus dice equal to your Willpower.
&#10022; Iron Jaw: You are surprisingly hard to take down. Your Soak Value increases by +1.
&#10022; Sinews of Steel: Some weapons tear through flesh, denying Strength dice to soak. Your flesh is so tough it can withstand this to a degree. As such, you can still have half of your Strength dice (round up) to soak.
&#10022; Pain Is My Friend: If dealt even a single health box of damage, you regain your focus and become more dangerous. You treat all wounds as 1 degree less severe for the purpose of penalties, and become immune to fear for 1 round per box of damage that was dealt to you.
&#10022; Mighty Throw: As a melee attack, if you have a hand free, you can grab a target of roughly equal size and hurl them 1d6cm for every point of Strength you possess. They may make an Athletics check - every hit takes 1cm off the result. Upon landing, they take a hit with a Damage rating equal to 1 per 4cm travelled.
&#10022; Chem Factory: you take so many drugs that you bleed heroin. Somehow, your body does not grow to resist these drugs, and in fact their effects last twice as long. Additionally, for every 3 doses of the same drug you consume within a day, you can secrete 1 more dose from the leftovers, either as blood, saliva or whatever.
&#10022; Quartermaster's Friend: The Quartermaster just likes you. As a result, you get special equipment. This varies from task to task, but in general it should count for something - a heavy weapon, the keys to the tank, a whole load of gadgets relevant to the mission, whatever. When making the "give me stuff" check, you gain one automatic success, and +5 dice on top of that.
&#10022; Feign Weakness: As a primary action, you may make a Tactics check to appear to be in a state of weakness - make it seem as though your weapon has jammed, or feign slipping or whatever. This should be enough to draw the fire of enemies. Although they do get a single extra die on attacks against you, anyone who does attack you before your next turn grants all allies bonus dice to hit them. This bonus is equal to the number of hits rolled on your Tactics check.
&#10022; Careful Rationing: You can somehow make food last, stopping people from over-eating and finding the supplies that people forgot they had. With a Logistics check (Threshold 3), you can make a given supply stretch out twice as long. This can only apply once to any given supply unless you spend an Edge, which lets you do it again and again, performing miracles.
&#10022; Ammo Conservation: You are conservative with your use of ammunition. As such, when you would normally run out of ammunition, make a Logistics check (Threshold 2). If you succeed, it turns out you actually have enough left to fire once more. This will only work once on any given clip/tank/canister/whatever.
&#10022; Moral Support: If an ally within 5cm of you is suffering from any kind of morale penalty, then as a primary action you may attempt to help them out of this. Make a Camaraderie check (Threshold 2). If this succeeds, then they lose any morale effect that prevents them making actions or forces them to make actions (fleeing, for instance). Every net hit will reduce a morale penalty by 1 die, minimum of 0.
&#10022; Immoral Support: If an ally within 5cm of you makes an attack, then you may (once per turn as a free action) distract the enemy by shouting out or throwing a stone at them or something. Make a Deception check or Tactics check, opposed by their Perception check. If you beat them, then your ally gains +3 dice to hit.
&#10022; Nerves of Steel: You only suffer half the numeric effect of fear penalties. Furthermore, if a fear effect would make you lose actions, or force you to take certain actions, then this only affects one action per round. The other, you can act normally.
&#10022; Hit 'Em Again!: Sometimes, you're too far away to stab someone in the face even though you really want to, and your friend is close enough. Make a Command check as a primary action. For every hit scored, this can reach out 5cm. If it reaches an ally, they may make a melee attack for free. This can only affect one ally per use.
&#10022; Hi-5: You can make your allies feel good about themselves even if they just torched an orphanage or kicked a baby carnifex. After a battle, you can make a Camaraderie check (Threshold 2). If successful, one ally has been put at ease and reassured that she made the right choice. The next time she needs to roll dice, she will be elated enough to be able to buy hits. For every net hit you score, this will affect one more ally.
&#10022; Gentle Touch: People like the way you apply medicine. You don't seal wounds with a stapler and blowtorch, for a start. If you succeed on a Camaraderie check (Threshold 1 for Light wounds, 2 for Moderate, 3 for Serious and 4 for Deadly), then they feel no pain during your Medicine check and gain the benefits of having taken morphia without actually doing so.
&#10022; Scorched Earth: When using a (flame) weapon, you actually burn cover away. Not only do your (flame) weapons completely ignore cover, but they also damage cover so that further attacks treat the cover as half-value (round down).
&#10022; Molten Steel: If you use a (melta) weapon on someone, you may elect to deal no extra damage from net hits. Instead, if they are wearing (metal) armour, it melts onto their body. Until the beginning of your next turn, anyone else who shoots them ignores half their AV, and the other half must be rolled as Soak. Furthermore, if they move or make a melee attack before your next turn, they take damage equal to their AV, which may be soaked by this. Entry Plate is immune to this.
Faith Powers
&#10022; Empty Mind, Empty Soul: By spending an Edge, you gain the "Blank" Trait and psychic immunity, both for a number of rounds equal to your Faith.
&#10022; Extinguish the Flame of Chaos: By spending an Edge, you can make a Faith check as an attack against a Daemon within 10cm. This has a Damage rating equal to your Willpower and is soaked using only Willpower and Magic bonuses.
&#10022; Armour of Contempt: (Faith Power) When you are unarmoured, you gain an AV equal to your Willpower. If you happen to be in a frenzy, this improves by +1.
&#10022; Hands of the Healer: (Faith Power) Spend an Edge while making a Medicine check to apply treatment to injuries. For every hit you get on the first aid roll, one health box heals up completely. There might be scarring, and the skin is still a little tender - it appears that you are just an amazing medic and that they heal quickly.
&#10022; Banish Sickness: Everyone knows that disease is caused by tiny bacteria, or losing the genetic lottery, or any number of other things. Everyone also knows that disease gathers wherever heresy is rife. Luckily, you can at least rid people of the symptoms, forcing them into a form that lets you deal with the cause. By making a Threshold 1 Medicine check, you may force a curable, non-terminal illness from a patient. Threshold 2 is required for incurable or terminal illnesses, or Threshold 3 for both. Every net hit cures an additional person. If malignant forces did in fact cause it, you must spend an Edge, however all traces of it are cleared, forming a Nurgling for you to destroy.
&#10022; Cleanse and Burn: You're especially good at setting people on fire. Roll a Threshold 2 Faith check whenever using a flame weapon. If you succeed, your flames miss your allies, and you may add your Edge to the damage of being set on fire by your weapon (not the weapon damage, however)
&#10022; Denial: Whenever a daemon or warp entity approaches you, you may make an opposed Faith check as a free action. If you succeed, they cannot get closer than 2cm, +2cm for every net hit.
&#10022; Castigation: With a glare and a shout, you can make people feel really bad about their sins against the Emperor. Target someone (who is not a daemon and can understand you) within hearing range. Make a Faith+Edge check against a Threshold equal to the target's Willpower, and if you succeed, they are pinned for one round. For every net hit, they spend one round afraid, afterwards.
&#10022; Spirit of the Martyr: You are just about possessed by, or the reincarnation of, a former martyred Saint. At any moment, even when not on your turn, spend an Edge as a free action. For a number of turns equal to your Willpower, you count as having either the Cloak of St. Aspira, Mantle of Ophelia or Robes of St. Celestine. After this time expires, the item disappears without a trace.
&#10022; Hand of the Emperor: When you are determined to crush the Heretics, you show strength you couldn't possibly have. As a free action, you may spend an Edge to improve your Strength by 3 for two rounds.
&#10022; Divine Guidance: Sometimes, it is as though angels whisper instructions into your ears. Whenever you spend an Edge to help shoot someone, your weapon becomes armour piercing (ignoring AV). Likewise, spending Edge to hit people in melee causes your weapon to ignore armour like a Power weapon.
&#10022; Light of the Emperor: as a free action, you may spend an Edge to make a Camaraderie check. If you gain even 1 hit, you become Fearless for a number of rounds equal to your Edge rating. For every net hit, one ally of your choice that you can see is also affected.
&#10022; Shield of Faith: You always count as wearing a Psychic Hood, and additionally are unaffected by the special power of Force weapons, treating them as regular Power weapons.
&#10022; The Passion: You have the ability to incite zeal and belief in your allies. By spending an Edge as a primary action, you can fill your allies with hope, removing any morale penalties from them in the middle of battle. Alternatively, outside of battle you can fill them with elation so that any morale penalties are lost and they all gain bonus dice on the next Initiative roll equal to your Edge rating.
Last edited by Koumei on Mon Dec 29, 2008 11:17 am, edited 2 times in total.
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Koumei
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Post by Koumei » Sun Dec 21, 2008 9:53 am

Sample Characters:
Sister Castella
Sister Verdania
Sister Superior Mary Liang
Sister Mary Makkena
Last edited by Koumei on Sun Feb 01, 2009 6:53 am, edited 2 times in total.
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Koumei
  Serious Badass
  Posts: 13796
  Joined: Fri Mar 07, 2008 7:54 pm
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Post by Koumei » Tue Dec 30, 2008 10:02 am

Exotic Equipment:
Exotic equipment is special. When working for an Inquisitor, you may just be given cool toys to play with. Likewise, sometimes you'll find rare and exotic things lying around (for instance, if you shoot an Eldar warrior in the face you may discover that it's holding a bright lance). At the end of a mission, the Inquisitor will probably want their stuff back, unless they keep the team "on call" for future jobs. Upon getting back, any stuff found has to be handed over (to be destroyed/sanctified), but you may make a Persuasion check to keep a single piece of gear per mission. The difficulty listed applies only to these checks - players shouldn't be asking for gauss flayers from the quartermaster.
Likewise, ammunition is rare for weapons the Imperium doesn't make. Therefore, they are subject to an ammunition rule - rolling an Error results in you running out of ammo until an appropriate time (finding a cache of it, a new mission as you manage to ask around and get a spare clip, whatever).
Weapons:
Shuriken/Splinter Pistol:
Pistol, 10cm range, Damage 3, Recoil 0, Ammunition 8 (Clip 30)
-Accuracy bonus of +5 dice
-Threshold 3 to keep
-1 extra health box is lost on the following round due to bleeding
Shuriken/Splinter Catapult:
Assault, 20cm range, Damage 4, Recoil 0, Ammunition 8 (Clip 30)
-Threshold 3 to keep
-Accuracy bonus of +7 dice
-1 extra health box is lost on the following round due to bleeding
Shuriken/Splinter Cannon:
Assault, 30cm range, Damage 6, Recoil 2, Ammunition 10 (Clip 10)
-Threshold 4 to keep
-Accuracy bonus of +4 dice
-Strength is not used to soak damage
Bright/Dark Lance:
Heavy, 30cm range, Damage 8, Recoil 1, Ammunition 10* (Clip 10)
-Threshold 5 to keep, gain a favour for handing one in
-Accuracy bonus of +4 dice
-gains +4 dice to roll for possible extra damage against vehicles
*A Technology (laser power) test at Threshold 3 can make an adaptor to accept lasgun clips, providing 1 shot per clip, or to accept a lascannon power feed.
Xenarch Death Arc:
Rad Cleanser:
Graviton Cannon:
Psycannon:
Kroot Longrifle:
Gauss Flayer:
Fusion Pistol/Blaster: [melta]
Pistol, 10cm range, Damage 6, Recoil 0, Ammunition 7 (Clip 10)
-Threshold 4 to keep
-Ignores AV within 10cm
Disintegrator:
Shredder:
Harlequin's Kiss:
Close Combat Weapon, Damage +2, +5 dice to hit
-Threshold 4 to keep
-No limit to damage up-scaling from net hits
Agoniser:
Close Combat Weapon, Damage of 5 that does not scale or add Strength
-Threshold 6 to keep, handing it in grants a favour
-Damage is resisted by Willpower, never kills a target (10 boxes limit)
-Ignores armour
Railgun:
Armour:
Eldar Mesh:
AV 2, +4 SV against energy attacks
Threshold 3 to keep
Ork Flak:
'Eavy Armour:
Mega Armour:
Tyranid Carapace:
Crisis Suit:
Holo-Suit:
This increases the Threshold to hit you by 2 instead of granting AV
-Threshold 5 to keep
Other:
Flip Belt:
Gain +5 dice on all Athletics checks and halve all falling damage
-Threshold 3 to keep
Drone:
Attack Squig:
Hoverboard:
Typical Enemies:
Hive Gangers:
S: 3 A: 3 I: 3
L: 2 C: 2 W: 3
Skills:
Athletics 2 (5)
Endurance 1 (4)
Martial Arts 2 (5)
Firearms 3 (6)
Larceny 3 (6)
Piloting 1 (4)
Stealth 2 (5)
Perception 1 (4)
Deception 3 (5)
Faith 2 (5)
Intimidate 1 (4)
Survival 2 (5)
Perks:
Quick-Draw
Cat Fall
Evade
Hive Fighting
Equipment:
Flak Armour
Backpack with assorted bits and pieces
Lockpick (+2 dice to Larceny)
Combat drugs (Primary action to use, gain +2 Strength for 5 rounds, then take 1 box of damage)
Dagger/knife
Auto Pistol or Las Pistol
Chainsword or Shotgun or Autogun
Frag or Krak grenades
Special: Gangers are subject to the Ammunition rule for all firearms. The default threshold is 4 for bullet-based weapons and las weapons, 5 for bolt/flame weapons, 6 for missiles and 7 for plasma and melta weapons.
If the ganger is a Juve, make the following changes:
-1 Willpower, Endurance, Martial Arts, Firearms
+1 Athletics, Larceny, Piloting, Stealth, Perception, Deception
Leather armour instead of Flak
Wields Lasgun or Autogun, never Chainsword or Shotgun
No grenades
Dirty Fighting or Jump Back or Sidestep
If the ganger is a Heavy, make the following changes:
+1 Strength, -1 Agility
-2 Martial Arts, +3 Steady Weapon, +1 Tech Use (pick one specialty)
Has a basic toolkit and weapon maintenance kit
May ignore a single failed ammunition check
Overwatch or Purposeful or Big Picture Thinking instead of Catfall
Replace non-pistol weapon with Heavy Stubber or Heavy Bolter or Heavy Flamer
If the ganger is a Leader, make the following changes:
+1 Logic, +1 Charisma, +1 Willpower, 2 Edge
+2 Command, +3 Camaraderie (or +3/+2), +2 Intimidate, +1 Faith
+1 Martial Arts or Firearms
Mesh Armour
5 doses of combat drugs, 3 doses of morphia
Replace pistol with Bolt Pistol or Plasma Pistol or Hell Pistol
Replace main weapon with Power Sword or Stun Baton or Bolter or Flamer or Plasma Gun
Chem Factory or Rallying Cry or Inspiring Battlecry
There are also likely to be a few alterations based on house:
-Redemptionists: +1 Faith, +1 Intimidate, -1 Logic, always choose Chainsword w/ Exterminator, Juve has 2 Hand Flamers, Leader replaces main weapon with Eviscerator + Exterminator
-Esher: +1 Martial Arts, +1 Persuasion, -1 Intuition, Leaser always chooses Plasma Gun, Heavy has Plasma Cannon, Juves always have a pair of swords or a chain/whip/flail, Gangers take Chainsword + Plasma Pistol.
-Cawdor:
-
Chaos Cultists:
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Equipment:
Many cultists are also mutants (in which case they may take a couple of mutation Perks) or psykers (in which case they have a Power rating of 2 (with 5 ranks distributed amongst its skills) and one or two Psyker powers).
Cult Leaders have the following changes:
If a cult knows what it is actually worshipping or has the special attention of a Chaos god (or daemon thereof), they may take Chaos Gifts (and God-specific psychic powers).
Traitors:
This is for a traitor guardsman, and works well enough for any military/combat type.
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Equipment:
This is a traitor priest, though various adepts and similar could use the same stats.
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Equipment:
Tyranids:
Malignant Humans (half-genestealers):
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Ripper Swarms:
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Lictors:
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Tyranid Warriors:
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Genestealers:
S: X A: X I: X
L: X C: X W: X
Skills:
Perks:
Last edited by Koumei on Sun Jan 18, 2009 4:20 am, edited 2 times in total.
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Koumei
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Post by Koumei » Tue Jan 06, 2009 10:58 am

Psychology (taken straight from Warp Cult)
Characters are normally played by the appropriate player. Heroines are played by players, and the actions of NPCs are generally played out by the GM. But characters also have quirks and psychological reactions that make them behave in an unfortunate fashion. Most psychological effects have a rating. This is the threshold a character must reach on an appropriate test in order to avoid having their actions dictated by the whims of overwhelming emotion. If the psychological effect is substantially out of character for the person, the threshold is reduced by one.
If a character is affected by more than one psychological effect, one with the highest rating takes precedence. A character cannot gain bonuses or be subject to action restrictions from more than one type of psychology.
Fear: A character affected by fear is terrified beyond reason. To overcome Fear, a character must make a Faith test. Failure to do so requires that the character takes their primary actions to run away from the source of their terror. Characters who cannot perceive the source of their fear or don't know what it is run in a random direction. If a character is already in full cover from the frightening thing, they may cower behind that cover rather than bolting into the open.
Stupidity: A character whose action is dominated by stupidity doesn't take any action at all unless they are in close combat. If they are already in close combat, they will mindlessly assault foes. A character can attempt to overcome their stupidity with an Intelligence + Awareness test. On the plus side, a character stuck in stupidity gains a +2 bonus to Willpower.
Hatred: A character blinded by hatred must attack the object of their hatred, if possible. And if they are physically prevented from doing so they must spend their actions making it so that they can (moving into position, retrieving a weapon, or in some other fashion allowing themselves to slay their hated foe). A character can contain their hatred for a turn with a free action and a successful Charisma + Awareness test, but they still react extremely poorly to absolutely anything their hated foe tells them. A character riding out actions while burning with hate have a +1 bonus to Willpower and Strength.
Love: A character consumed by love cannot attack their object of their affection. They take actions that they believe will defend their loved one (whatever that may be under the circumstances). If they see someone attack their desired one, they get a hatred for that character of equal rating to the strength of their love. A character can attempt to not be a fool of love for a turn by spending a free action to make a Charisma + Intelligence test, but they still see actions of their loved one in an unreasonably favorable light. A character acting as a champion of love enjoys a +1 bonus to Charisma and Strength.
Frenzy: A frenzied character can attempt to contain their Frenzy for a turn with a free action and a successful Charisma + Intelligence test. A frenzied character runs towards the nearest perceived enemy and charges them into close combat if available. On the plus side, while a character is frenzied they enjoy a +2 bonus to strength.
Confusion: A confused character must make an Intelligence + Awareness test with a threshold equal to the difficulty of the Confusion or behave randomly that turn. While behaving randomly, the character rolls a single die each primary action. On a 1-2 the character's actions are as if they failed to overcome fear; on a 3-4 it is as if they failed to overcome stupidity; and on a 5-6 it is as if they failed to contain frenzy. The object of a confused character's fear or rage is simply the closest character, friend or foe.
Stunned: A stunned character can't act voluntarily, or even defend themselves. While stunned, a character's Martial Arts skill does not count for determining the threshold to strike them in close combat. Potentially worse, a stunned character must take a Willpower + Awareness test against the rating of the Stun each primary action or lose their primary action entirely. Once a test is made, the stun is over.
Command: A character may take a primary action to motivate their troops. The character makes a Command (Inspiration) test, and all troops who can hear the leader may use the number of hits for their Faith tests in place of rolling Faith tests themselves.
Conditions
Sometimes a character's ability to fight is modified in a completely non-psychological but entirely real way. These modifiers are called “conditions” when they can be described by an adjective. Like psychological effects, conditions have a rating.
Entangled: An entangled character can't move until they break free. While entangled, a character is considered “immobile” for purposes of shooting or close combat attacks. They may attempt to break free as a free action once per turn. The character makes a Strength + Dexterity test, or if they prefer, a Larceny (Escape Artist) test, and if they get a number of hits equal to the rating they are no longer entangled. If they fail to escape, they may still attempt to take actions that don't involve moving anywhere, but the difficulty threshold for any physical actions is increased by the number hits they failed to meet the escape threshold by.
Asleep: A sleeping character is immobile and cannot take actions. Waking up in response to stimulus requires an Awareness + Charisma test, or a Perception test if preferred, against a rating equal to the rating of the sleep. Natural sleep has a rating of 2. While sleeping, a character is normally both prone and immobile and doesn't take any voluntary actions.
Fatigued: A character who is fatigued must make an Endurance test any time they attempt to take a strenuous action against the rating of the Fatigue or the action fails.
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