Thursday, November 12, 2020

New Skills and Wargear

EVERYTHING YOU HAVE BEEN TOLD IS A LIE
NEW SKILLS 

ASCENDANT (COST: 50 Credits) 
This Skill may only be chosen by your Leader, representing the superhuman power invested into an Inquisitor, a Chaos Magus, Arbite Judge and the like. 

When the model Activates, they may take THREE Actions rather than the usual two. Otherwise they are subject to the same restrictions as any other Fighter. 

DENY THE WITCH
If this Skill is chosen, the model may not take any Psychic Skills or Psychic Levels.

This fighter may try to Disrupt enemy psykers with a pool of two Power Dice, as discussed in the Psychic Duel section. They ignore any reference to Perils of the Warp when resolving their Disruption, and doubl 1 or 6 result do nothing beyond adding to the total result.

WORD OF THE EMPEROR
The fighter counts as having the Fearsome Skill when facing enemies of the Imperium - Chaos cultists, Daemonic creatures, Xenos creatures etc. This should be agreed with the GM and opponent during the game as it can be open to interpretation. In addition, Daemonic creatures suffer -1 Weapon Skill when within 6" of the fighter. 

ARCANE KNOWLEDGE 
The model gains a Bonus of +3 when making an Interaction involving a subject agreed with the GM at character creation. For example, a Mechanicus Adept may receive the bonus when operating complex machinery, or an expert in Imperial etiquette may enjoy this bonus when interacting with a particular branch of the Adeptus Terra. These subjects should all be non-heretical, as the dodgy stuff is covered by the next skill. 

FORBIDDEN KNOWLEDGE
The model gains a Bonus of +3 when making an Interaction involving a forbidden or heretical subject, such as Xenos artefacts, heretical texts or possessed weapons. Models should have a speciality as discussed with the GM at character creation. Every time this Skill is used, the model gains a Corruption Point.  

DARK PACT
This Skill may not be chosen by a Daemonhost. 

The model gains one re-roll which it may use to re-roll any single D6 involving the character during the game. For example, this may be part of a Willpower Test, manifesting a Psychic Power, making a Shooting attack etc. If the re-roll is used, the model immediately receives one Corruption Point. 

WYRD (COST: 50 Credits)
This model is a naturally-gifted Psyker who has not suffered the Soul Binding or any kind of official Imperial sanctioning, but only has limited powers. They might be able to communicate with local fauna, or see tiny glimpses of the future, but will never be powerful enough to cause too much trouble. 

If this Skill is chosen, the model may not take any Psychic Skills or Psychic Levels. This cannot be chosen by an Inquisitor. 

They are considered a Level One Psyker and may choose one Power. When attempting to cast this Power, they ignore the Difficulty modifier. In addition, they may ignore the first Perils of the Warp suffered per game.  

NULL (COST: 75 Credits)
This fighter is a Psychic Blank, a Pariah. They are soulless, and the denizens of the Warp cannot bear their presence. Psykers abhor them, and even those without any link to the Warp feel cold and uncomfortable when they are close. 

If this Skill is chosen, the model may not take any Psychic Skills or Psychic Levels.

The Null must always try to Disrupt ALL psykers within 18" with a pool of three Power Dice, as detailed in the Psychic Duel section. This pool is increased to five dice when the psyker is within 9". 

They ignore any reference to Perils of the Warp when resolving their Disruption - double 1 and 6 results do nothing extra beyond add to the total score.  

Psychic Powers may not directly target or effect a Null, though secondary effects such as a pushed crate via Telekinesis can still fall on them. The behaviour of Daemons and other Warpspawn is at the discretion of the GM.

PSYCHIC SKILLS
These can only be purchased by a Psyker, and are listed in the Psychic Powers section. 




NEW EQUIPMENT

Master Crafted Weapon - 15 Credits for Basic Weapon, 10 Credits for Pistol
Updating the rules from the Gangs of the Underhive to match those in the "House of...." books, this uograde may be taken on certain prestige weapons. Once per battle, a Master-crafted weapon may re-roll a single failed hit roll. 

Power Armour - 200 Credits
Highly specialised equipment, when fitted on a relativley unmodified human it can slow the wearer and restrict movement, but still provides incredible benefits. 

The armour grants an armour save of 2+. This is increased to 1+ against all attacks originating wthin the fighter's front vision arc. A natural 1 is still a failure. Against attacks with the Blast trait, use the centre of the Blast in place of the attacker. If the fighter does not have a facing (such as Prone), treat the save as 2+.

This cannot be combined with other armours and undersuits, though they may be equipped with fields such as Displacer Fields. The wearer also gains +1 Strength, and their Movement statistic is reduced to 4". 

Astartes Power Armour will have a seperate entry... for Space Marines only. 

Sororitas Power Armour - 225 Credits
This may only be purchased by a member (or former member) of the Adepta Sororitas. The armour grants an armour save of 1+. A natural 1 is still a failure. This cannot be combined with other armours and undersuits, though they may be equipped with fields such as Displacer Fields. The wearer also gains +1 Strength, but it does not affect their Movement. 

Terminator Armour - 350 Credits
Incredibly rare, outside of the Adeptus Astartes only the most influential and powerful Daemon Hunters are known to wear Tactical Dreadnought Armour. Extensive surgery and bionic enhancements are required for non-Astartes to wear such a relic. 

The armour grants the figure an armour save of 2+, rolled on two dice (like 2nd Edition!). A natural double one is still a failure. This cannot be combined with other armours and undersuits, though they may be equipped with fields such as Conversion Fields etc. The wearer also gains +1 Strength, and has their Movement statistic reduced to 3". 

Limiter - 100 Credits
Intricate devices of barely-understood technology, the Limiter is a device used to "control" the void created by the Pariah gene. 

This may only be purchased for a character with the Null Skill. During their activation, they may choose as a free action to set the Limiter Active or Passive. When Active, the Disruption rules above are not in effect, as if the model did not have the Null condition. When Passive, the rules proceed as normal. The Limiter cannot be reset if the fighter is Seriously Injured, on Fire or subject to other debilitating conditions. 

Mechadendrites - 75 Credits
A fighter with Mechadendrites gains a +3 modifier to Interaction tests involving complex technology, as agreed with the GM. The fighter also gains D6 Attacks on their profile made as if armed with a knife. 

Servo-Arm - 50 Credits
Any fighter with a Servo-Arm may use it to better handle Unwieldy weapons, or gain an extra attack in combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double. Additionally, the servo-arm may carried an additional weapon, and may attack with three weapons with the Sidearm and/or Melee traits rather than the usual two. Otherwise, the character gains +1 Attack on their profile made as if armed with a servo-claw.  A character may be armed with multiple Servo-Arms. 

Force Weapon - 100% weapons original value
This may only be purchased by a Psyker. This is an upgrade for a Power weapon of any type. The weapon may be activated as a free action during the psyker's activation, and the effects continue until the end of the activation. By expending one Power Dice and passing an unmodified Willpower Test on 2D6, the weapon increases its Damage value by D3, rolled once and applied to all attacks. Against enemies with the Daemonic trait or as agreed with the GM, the additional Damage is always 3. 

Force Rod or Staff - 35 Credits
This may only be purchased by a Psyker. This item counts as a Club, and follows the Force Weapon rules as above in combat. Even if it has not been activated in such a manner, the Rod/Staff allows the character to channel psychic energy, and grants the wielder +1 to hit when making a Shooting attack with a psychic power. 

Daemon Weapons - rules and costs for these items may be found on the Daemonology page












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