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Bying weapons and armor - optional

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1 Bying weapons and armor - optional on Tors 2 aug 2012 - 19:10

Rune

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Her er lidt jeg har fundet på nettet. Tænkte det kunne give lidt inspiration.

Personally, I dislike the "poor Quality" rules for certain types of weapon in DHcr. To me, they either seem to much of a penalty for eveing caring to pick-up such a weapon or are so neglectable one wondes why common quality is supposed to be bought anyway.

This short article features alternative rules (traits) for Weapons of "poor" quality and covers Power Weapons, Chain Weapons and Las Weapons.

In addition, some ideas for peskering your players while buying weapons are given as well.

Enjoy!

New Options for Weapons of non-common craftsmanship


Power Weapons [Energy-Field Trait] (Melee)

Weak Field (Poor Quality)
The penetration of the weapon is two points lower and the chance to destroy an attackers weapon while parrying it is reduce by -15%

Unstable Field (Poor Quality)
The weapon functions as normal, but on an attack or parry role of 96 or higher the field shortens out and the weapon turns to a standard melee weapon of its given type. Coaxing the machine-spirit into restoring the function is a hard (-20) test for Tech-Use or Technomant and requires a proper set of tools (a multi-tool will do) and 20+3d10 minutes of time.

Battle Heat (Poor Quality)
After the field is activated, the weapon grow hot to the point where it becomes painful to wield it. After 5+1d5 turns of combat, the heat has build up to the point where the pc needs to pass a test for Toughness(+30) at the end of the turn or the pc will drop the weapon. The end of the next turn, the test will be Toughness(+20) and the difficulty will increase further any following round. Wearing specially isolated gloves/gauntlets will give a +30 bonus on the test and will allow a re-role once for each test.

Chain Weapons (Melee)

Noise & Smoke (Poor Quality)
The weapon is extremely noisy and burns up the oil used to cool and grease its mechanical parts into noxious smoke. The wielder of this weapon counts as deafened as soon as the weapon is activated and needs to path as Toughness(+20) test after the first (TB) rounds of combat or will gain a point of fatigue from inhaling the smoke. The test is repeated each (TB) rounds of combat until failed. The wielder will not gain more then one point of fatigue from this. The weapons needs to be oiled regularly or will fail the wielder sooner or later.
Unhandy (Poor Quality)
The weapon is +2,5kg heavier then normal. If it was balanced, it looses this trait it gains the unbalanced trait. If it was not balanced, it will gain the unwieldy trait. Weapons with the unwieldy trait cannot use this option. In addition to everything above, the weapon will gain the “Inaccurate” trait.
Temperamental (Poor Quality)
The machine-spirit is displeased easily and while deny to function if not treated with the outmost care and respect. And even then, it might betray its wielder. As the weapon is readied, the use has to role a d5. If the number is large then number of combats it was used in after its last ritual cleansing and tending the chain-blade will remain silent. After a full action, the pc can try again. Test WS or Tech-Use or Trade(Technomant); on a success the machine-spirit is pleased and will take up function again. If sacred machine oil (see DHcr; p. 149) was used in the last tending ritual, the d5 can always be re-rolled once till and the tests to appease the spirit are +20. This bonus is lost after the first combat where the weapons malfunction and was restored to function again.

Laser Weapons (Ballistic)

Wasting
Treat the clip capacity of the weapon as being 2 shots shorter. In addition, the wielder will notice after each fight that the weapon has consumed 1d5-2 more shots then he had actually fired. Ignore any irrational results! (no “negative empty”; a shot fired some seconds ago will not be ret-conned).

Raising slowly
The machine-spirit takes it time to rise from its slumber. The weapon needs an additional half action be readied while the energy flows through the parts and the machine prepares itself to deal death. Afterwards, the weapon functions as normal. If a pc tries to “keep” the weapon readied, role d100 each hour like you would role for a jam. If a jam occurs, the weapon first sparks and then explodes in a sudden blast. The pc gains damage like he would have been hit by one shot of the weapon in a random location.
Weak
If a damage role shows “0”, it is not treated as a “10” but as a “zero”. The machine-spirit failed to unleash its real force!


"But how shall I have known....?" (Rules Option)
Players are used to buy their gear straight from a list presented in a rulebook. They are used to exactly know what they are up to when they signing a deal. In short, they are used to have a level of knowledge that their actual pc sometimes can only dream about.

The next time the intend to buy a weapon somewhere during the game, only present them with a small list including the weapons name (or what you turned it into!) and type, a general note (i.e: "capable of half and/or full automatic" or "heavy calibre") and perhaps some of the banter the seller will glad to spourt forth. Only give them "the hard facts" if they passed an easy(+30) test for Common Lore (Tech) or an ordinary(+10) test for Weapon Skill (assuming that they know the tools of their trade) or if they have achieved mastery "+10" skill level in Common Lore (Tech).

Or, allow them to buy the weapon from list and THEN make them role. If they failed (or failed by three levels) give the weapon one of the traits of the list. Unlesse, they bought from a very reliable source (and paid about +10% extra). Blessed are the cells inclunding a Tech-Priest!



Sidst rettet af Rune Fre 3 aug 2012 - 16:53, rettet 1 gang

Vis brugerens profil http://splatcup.goalsoccer.net

2 Re: Bying weapons and armor - optional on Tors 2 aug 2012 - 22:43

Rune

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[Name]: The weapons name is here.
Applies To: These are the weapons that this upgrade can be applied to.
Excludes: These are the upgrades that can not be present on the weapon at the same time as the current upgrade. This only applies to other upgrades within this document. Whether or not these upgrades can be used with upgrades from the core books is up to the individual GM.
Effects: What this upgrade does.
Weight: How much the weapons weight increases. If this is a fraction, calculate based on the weapons original weight.
Cost: How many thrones the weapon costs.
Availability: How hard it is to find this upgrade on a standard Imperial World.


Grips:
Pistol Grip
Applies to: Any one handed bladed weapon, but not axes or knives.
Excludes: Any other Grip Upgrade.
Effects: A pistol grip is designed to be held with the hand much like its namesake, the pistol. This gives the user slightly more control and power, at the cost of the ability to make more complicated attacks that he could with a straight grip. A weapon with a pistol grip adds +3 when used to parry, but suffers a -1 to strike.
Weight: 0 kg.
Cost: 10
Availability: Average

Custom Fit Grip
Applies to: Any one-handed bladed weapon, ax, knife or hammer.
Excludes: Any other Grip Upgrade.
Effects: A Custom Fit Grip is designed to better fit the contours of the users hand. In effect, it makes the weapon more comfortable and natural to hold and swing. A weapon with a Custom Fit Grip gains a +2 bonus to weapon skill checks made to attack with it.
Weight: 0 kg.
Cost: 30
Availability: Scarce

Hollowed Grip
Applies to: And one handed bladed weapon, but not axes or knives.
Excludes: Any other Grip Upgrade.
Effects: A Hollowed Grip is not as hardy as a standard grip, but also allows the user to use his weapon slightly faster than he would otherwise. A weapon with a Hollowed Grip gains a +2 to attacks and parries made with that weapon, but you take a -5 penalty on the Opposed Weapon Skill check when an opponent tries to disarm you.
Weight: -.25 kg.
Cost: 35
Availability: Scarce

Wide Guard
Applies to: Any sword weapon.
Excludes: Any other Grip Upgrade, except for Pistol Grip.
Effects: A Wide Guard is a larger version of the standard guard, which is located at the base of the blade and help defend the users hands from attacks. A sword with the Wide Guard upgrade can roll 1d10 whenever an opponent strikes the arm holding the sword with a melee attack. If you roll a 9, then the attack counts as parried. However, you take a -3 on normal parry checks.
Weight: 1 kg.
Cost: 40
Availability: Common

Bashing Hilt
Applies to: Any Melee weapon, excluding thrown weapons.
Excludes: Any Grip Upgrade, except for Custom Fit Grip
Effects: A bashing hilt is a nasty reinforced spiked ball, blade, or other small melee attachment placed at the bottom of a weapon. It may be used to effectively hit a target, and allows you to attack with your weapon while grappled for 1d5 I damage as a normal attack.
Weight: 1 kg.
Cost: 30
Availability: Scarce


Blades:
Serrated Blade
Applies to: Any melee weapon.
Excludes: None.
Effects: A knife or dagger with a serrated blade will stick in its target, and will be difficult to remove without causing further damage. When a serrated blade is removed, it can be ripped out, inflicting 1d10 damage and requiring a successful strength check, or it can be removed with a successful medicae check. An unsuccessful medicae check results in the knife being ripped out, as above. When this upgrade is applied to anything other than a knife or dagger, it has no additional effect beyond making the weapon scarier.
Weight: 0 kg.
Cost: 10
Availability: Average

Heavy Blade
Applies to: Any melee weapon that is not also a thrown weapon, and does not have the flexible quality.
Excludes: Any grip upgrade, any attachments, any other blade upgrade.
Effects: This substantially increases the weapons weight, making it more difficult to wield, but providing additional damage. A balanced weapon with this upgrade loses the trait. A weapon that is neither balanced or unbalanced becomes unbalanced. A weapon that is unbalanced becomes unweildly. A weapon that is unwieldy suffers a -20 on attack rolls with this upgrade. The weapons damage is increased by +4.
Weight: x2 weapons weight.
Cost: 100
Availability: Rare

Throwing Blade
Applies to: Any melee weapon that is under 5kg in weight, and is not a shock or power weapon or has the flexible trait.
Excludes: Any other blade upgrade. Wide Guard.
Effects: This weapon has specifically designed to be thrown, despite its size. The weapons class also counts as thrown, in addition to melee.
Weight: 0 kg.
Cost: 1,200
Availability: Rare

Holofire Blade
Applies to: Any melee weapon.
Excludes: Any other blade upgrade..
Effects: Popular amongst hivers and mercenaries who want to add a bit of “flash” to their arsenal, a Holofire Blade contains a small holographic device that projects a simulated effect around the blade. Common Holofire Blade designs include: flames, lightning, mist, and bright light. In addition, some Holofire Blades are designed to look like power weapons or shock weapons for intimidation value. A Holofire Blade does make it slightly harder to parry attacks made with that weapon, (-2 to parry against it) but provides no additional benefit besides a 10' light radius.
Weight: 1 kg.
Cost: 800
Availability: Rare

Impact Enhancer
Applies to: Any impact damage melee weapon.
Excludes: Any other blade enhancement.
Effects: An impact enhancer takes many forms, ranging from pneumatic extenders to a weak energy projection device that pulses when the target is struck. Regardless of its origin, an impact enhancer adds +2 damage to the weapon, and removes the primitive quality.
Weight: 2 kg.
Cost: 50
Availability: Scarce

Shotgun Head
Applies to: Any impact damage melee weapon.
Excludes: Any other blade enhancement.
Effects: A shotgun head is an unusual device that is popular amongst zealous clerics and missionaries. In effect, a blunt weapons head has several tubes drilled into it, which contain shotgun shells that fire on a successful hit! On the weapons first successful attack, it deals 4 hits of 1d10 I damage instead of its normal damage profile. If any damage die come up as 9s, resolve the attack against the user as well at half damage, and destroy the weapon.
Weight: 1 kg.
Cost: 60
Availability: Average

Rocket Enhancer
Applies to: Any melee weapon that is not also a thrown weapon, and does not have the flexible quality.
Excludes: Any other Blade Enhancement..
Effects: An unusual upgrade, a Rocket Enhancer actually adds small boosters to the weapons that can be activated as it is swung, resulting in a much more powerful hit. This effect can only be activated three times before a fuel refill is required, which is a common commodity that costs 30. When the boosters are activated on a swing, it adds +2 penetration and +3 damage, but the attack suffers a -10 to hit.
Weight: 3 kg.
Cost: 2,000
Availability: Very Rare


Attachments:
Bolt Attachment
Applies to: Any melee weapon that rolls a d10 or more for damage, and you does not have the “flexible” quality. A balanced weapon that has this enhancement is no longer considered balanced.
Excludes: Any Blade Upgrade or Grip Upgrade.
Effects: This upgrade adds a one-shot bolt pistol that is included in the weapon. Use the profile for a bolt pistol, but treat it as having a clip size as one.
Weight: 3 kg.
Cost: 300
Availability: Very Rare

Shotgun Attachment
Applies to: Any melee weapon that rolls a d10 or more for damage, and you does not have the “flexible” quality. A balanced weapon that has this enhancement is no longer considered balanced.
Excludes: Any Blade Upgrade.
Effects: This adds a small, one-shot shotgun to the weapon. Treat this as a shotgun with a clip size one that can be fired as a pistol in close combat.
Weight: 3 kg.
Cost: 80
Availability: Rare


Inscriptions:
Ornate
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: An ornate weapon is inlaid with precious metals and gems, and may contain elaborate artwork. It provides no practical benefit in combat, but may grant a +5 to fellowship tests in certain social situations.
Weight: 0 kg.
Cost: 1,000
Availability: Average

Brutal
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: A brutal weapon has been made to look as frightening as possible, with dark themes, a dark looking blade, and more spikes than a person would ever reasonably need. This provides no additional benefit in combat, but may give a +5 to intimidation and interrogation checks under certain situations, though it is likely to detract from social test in other environments.
Weight: 0 kg.
Cost: 70
Availability: Average

Runes of History
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: Popular amongst noblemen and hive scum alike, runes of history are a common upgrade and sometimes used as an alternative to dog tags. A weapon inscribed with the Runes of History tell the (often exaggerated) personal history of the wielder. Many inquisitors frown upon acolytes with this kind of gear, for obvious reasons.
Weight: 0 kg.
Cost: 100
Availability: Plentiful

Runes of Purity
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: A weapon with this upgrade is inscribed with a myriad of runes and hexes designed to wound daemons. A weapon with this upgrade has an additional 2 penetration when used against daemonic adversaries. However, there are few who can actually apply this upgrade, and many pretenders. A wise acolyte would not rely on his runes being effective, for they may very well be fakes.
Weight: 0 kg.
Cost: 10-500 (Depending on vendor, real runes are typically 450-500)
Availability: Very Rare(for real runes) Plentiful (for fake runes)

Runes of Prayer
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: These runes are meant to help the user prey to the emperor, and are inscribed with passages from sacred texts. A Psyker may use a weapon with this upgrade as a Psy-focus.
Weight: 0 kg.
Cost: 140
Availability: Plentiful

Holy Aquila
Applies to: Any melee weapon.
Excludes: Any other inscription.
Effects: A common upgrade amongst the Imperial Guard, this simply adds a large Aquila to the weapon.
Weight: 0 kg.
Cost: 10
Availability: Abundant



Sights:
Night Vision Sight
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: This upgrade allows the user to fire without penalty in the dark. The user of a weapon with a Night Vision Sight may fire at targets as if he could see them normally, as long as he takes an aim action.
Weight: 1 kg.
Cost: 80
Availability: Scarce

Infrared Sight
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: This upgrade allow the user to see others by their heat-signature. This allows the target to fire normally at targets within 30m, even if he could normally not see them due to cover! However, this sight can be rendered ineffective by fire, extreme cold, or any other environmental effect that has to do with extreme heat. The user must make an aim action to benefit from this effect.
Weight: 1 kg.
Cost: 1,600
Availability: Rare

Precision Sight
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: This upgrade allows the user to more easily hit specific locations on the target. When making a called shot with a weapon that has a Precision Sight, the penalty is reduced by 10. He must aim for this bonus to take effect.
Weight: 1 kg.
Cost: 40
Availability: Average

Illuminated Sight
Applies to: Any ranged weapon.
Excludes: None.
Effects: An illuminated sight is an upgrade applied to another sight. This allows the user to fire at targets with the full benefit of his sight in darkness, but will not help him see the target. He must take an aim action to benefit from this effect.
Weight: 0 kg.
Cost: 15
Availability: Scarce

Reflex Sight
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: This weapon is designed to help facilitate quick aiming in close-quarters situations, and utilizes a single holographic dot that is projected on a lone piece of glass. In effect, a weapon with a Reflex Sight may take a single aim action each round as a free action, as long as the target is at close or point-blank range.
Weight: .5 kg.
Cost: 40
Availability: Average

Self-Adjusting Sight
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: A highly prized and rare sight, especially amongst snipers. A Self-Adjusting Sight automatically detects environmental conditions such as wind, as well as range to the target and adjusts itself accordingly. A weapon with a self-adjusting sight never takes penalties from environmental conditions, as long as the user takes the time to aim.
Weight: 1 kg.
Cost: 3,000
Availability: Very Rare

Scope Rotator
Applies to: Any ranged weapon.
Excludes: Any other sight.
Effects: A Scope Rotator allows the user to quickly and efficiently switch between two different sights. This allows the user to apply two different Sight Upgrades to his weapon, and switch between them as a half-action.
Weight: 1 kg.
Cost: 120
Availability: Scarce


Foregrip:
Launcher
Applies to: Any basic ranged weapon.
Excludes: Any other foregrip upgrade.
Effects: A Launcher adds an additional one-shot weapon attached just below the barrel of a larger weapon. A Launcher counts as a weapon from the following list: Shotgun, Bolt Pistol, Grenade Launcher. Use the appropriate weapon profile, but reduce the clip size to one, and halve the weapons range.
Weight: 4 kg.
Cost: 80 (Shotgun) 300 (Bolt) 150 (Grenade)
Availability: Common (Shotgun) Rare (Bolt Pistol and Grenade Launcher)

Shield
Applies to: Any basic ranged weapon.
Excludes: Any other foregrip upgrade.
Effects: A shield upgrade adds +1 armor to whichever arm is primarily wielding the weapon. For instance, a right handed person firing a lasgun would add +1 to the armor value of his right arm. This only applies when the weapon is readied.
Weight: 4 kg.
Cost: 40
Availability: Scarce

Star-Light
Applies to: Any basic ranged weapon.
Excludes: Any other foregrip upgrade.
Effects: This adds a permanent Lamp-Light to the foregrip of the weapon. This Lamp-Light is substantially brighter than a regular Lamp-light, and may be temporarily blinding to those used to the dark.
Weight: .5 kg.
Cost: 25
Availability: Scarce

Extra Grip
Applies to: Any basic ranged weapon.
Excludes: Any other foregrip upgrade.
Effects: This is simply an extra grip attached just under the barrel of a weapon. In effect, this allows the weapon to be more easily held and aimed, and adds a +2 to all tests made with the weapon.
Weight: .5 kg.
Cost: 10
Availability: Plentiful


Stock Upgrades:
Recoil-Control Stock
Applies to: Any basic (SP or Bolt) or heavy (SP) ranged weapon.
Excludes: Any other stock upgrade.
Effects: A recoil control stock is designed to somewhat absorb the recoil from a weapon, allowing the user to more effectively control his bursts. Any weapon with a Recoil-Control stock gains a +15 instead of a +10 when firing bursts.
Weight: .5 kg.
Cost: 1,500
Availability: Rare

Telescopic Stock
Applies to: Any basic ranged weapon.
Excludes: Any other stock upgrade.
Effects: A telescopic stock either slides into the gun, or folds alongside for easy storage, for additional mobility in close-quarters situations.
Weight: .5 kg.
Cost: 25
Availability: Common

Stock Pouch
Applies to: Any basic ranged weapon.
Excludes: Any other stock upgrade.
Effects: A Stock Pouch simply holds up to .5 kg of equipment, typically ammo, allowing for easy access. A weapon that reloads from a stock pouch does so twice as fast, at least until the pouch runs out of ammo. This does not stack with Duplus Clips.
Weight: .5 kg.
Cost: 5
Availability: Plentiful


Full-Body Upgrades:
Reinforced Frame
Applies to: Any basic ranged weapon.
Excludes: Any other full-body upgrade.
Effects: This upgrade structurally overhauls the gun, making it much sturdier and more difficult to break. In effect, the gun is harder to destroy, and can be used as a club in close combat.
Weight: 3 kg.
Cost: 25% of weapons original cost.
Availability: Rare

Gyroscopic Stabilizer
Applies to: Any basic ranged weapon.
Excludes: Any other full-body upgrade.
Effects: A series of gyroscopes interact with an infrared aimer to help steady the weapon while moving or firing. In effect, the user of a weapon that has a Gyroscopic Stabilizer can move, aim, and shoot as a full action.
Weight: 1 kg.
Cost: 2,000
Availability: Very Rare

Las-Aimer
Applies to: Any Las weapon.
Excludes: Any other full-body upgrade.
Effects: A las aimer is an upgrade over the traditional laser sight, and much preferred for those who desire accuracy from their las-weapons. In effect, the weapon can emit a low-powered laser to assist aiming instead of it's regular, more powerful, shot; until fired. The weapon's user is at +10 to all ballistics tests made with the weapon.
Weight: .5 kg.
Cost: 250
Availability: Rare

Hair Trigger
Applies to: Any ranged weapon.
Excludes: Any other full-body upgrade.
Effects: A hair trigger requires much less pull when firing a shot, which makes it ideal for those who rely on reaction time. In effect, a weapon with a hair trigger will increase your initiative by 1, as long as you are using that weapon.
Weight: 0 kg.
Cost: 300
Availability: Scarce

Duelist's Weapon
Applies to: Any basic ranged weapon.
Excludes: Any other full-body upgrade.
Effects: A Dualist's weapon is made for quick aiming and high damage, at the cost of clip size and long-range accuracy. A weapon with the Duelist's Weapon upgrade does an additional +2 damage and is +10 to strike at point-blank, close, and normal range, but has half its regular clip size, and is at an additional -10 when firing at long range, and an additional -20 when firing at extreme range.
Weight: 1 kg.
Cost: 50% of weapons original cost.
Availability: Rare

Heavy Burst System
Applies to: Any basic ranged weapon that can fire in bursts. Cannot be applied to Las weapons.
Excludes: Any other full-body upgrade.
Effects: A Heavy Burst System is a complex series of cooling tubes and reservoirs, combined with a custom barrel and hammer to provide maximum accurate firepower. A weapon with this upgrade increases its burst fire value by one, and gets an additional hit for every degree of success instead of every two degrees of success when using burst fire. The weapon also gains the Recharge trait.
Weight: 4 kg.
Cost: 50% of weapons original cost.
Availability: Very Rare

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