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- 1d10 Type of Relic
- 1-2 Melee Weapon
- 3-4 Ranged Weapon
- 5-6 Armor
- 7-8 Gear
- 9-10 Ship Component
- Melee Weapons Tech Base weapon is 1d10+1 For best
- 1-3 Mono +1 Dam +2 Pen
- 4-5 Chain +2 Dam/+2Pen Tearing
- 6-7 Shock Shocking +1 Damage/+1 Pen
- 8-9 Power +5 Dam/+5 Pen Power Field
- 10 Exotic Roll twice and add together
- Melee Weapon Type
- 1 Dagger 1d5s instead of 1d10s can be thrown
- 2 Whip 1d5s instead of 1d10s gain Flexible and 5m range
- 3 Sword Gain Balanced
- 4 Mace/Axe +2 damage Unbalanced +1 Pen extra for Shocking/+2 for Power
- 5 Flail +6 damage Unwieldy
- 6 Shield 1d5s instead of 1d10s Defensive
- 7 Gauntlet +1 damage +1 Pen +1 Pen extra for Power
- 8 Spear +2 Pen +1 Pen extra for Power
- 9 Staff Gain Balanced
- 10 Great Weapon 2d10 to start 2 handed Unwieldy
- Thrown Weapons
- 1-3 Javelin Accurate 10m+SB
- 4-5 Knives A Pair of Knives that can be recovered SBx2+10
- 6-8 Stars A pack of 10 that can be recovered SBX3+10
- 9-10 Discus Returns to you as long as you succeed in hitting the target SBX4
- Melee Oddities:
- 1 Defensive Gain Defensive, if already Defensive Gain Balanced
- 2 Balanced Gain Balanced or Lose Unbalanced/Downgrade Unwieldy to Unbalanced If already Balanced gain +10 to parry
- 3 Unstable Gain Unstable
- 4 Serrated Gain Tearing if already Tearing gain 3 damage
- 5 Burning Enemy tests Agi on hit or catch fire
- 6 Two handed Gain 1d10 damage, gain Unbalanced or downgrade Balanced to normal Unbalanced to unwieldy, if already Unwieldy -5 on WS tests
- 7 Crystalline Gain Power Field If already Powered gain +3 Pen
- 8 Shocking Gain Shocking if already Shocking gain 2 damage and 1 pen
- 9 Force Weapon gains Force
- 10 Massive adds another SB to damage, automatically gains unwieldy, if already unwieldy -10 to WS
- Ranged Weapons
- 1-3 Pistol 30m S/2/3 1d10+2 I Pen 0 Clip 20 Full
- 4-6 Basic 90m S/3/5 1d10+3 I Pen 1 Clip 30 Full
- 7-8 Heavy 120m -/-/10 1d10+5 I Pen 3 Clip 120 Full
- 9-10 Thrown 10m S/-/- 1d10+1 (Best) I Pen 0
- Ranged Weapon Type (Non Thrown) for Thrown Roll on Melee Weapons
- 1 Primitive Crossbow Roll ammo on melee weapon list half range damage is pen 0
- 2 Las Double Clip, Gain Reliable, Set damage to E
- 3 Hellgun Set pen to 7 Clip in Half (Non backpack supply)
- 4 SP Base weapon type
- 5 Shotgun Gain Scatter and +2/+3/+4 Damage but set pen to 0 Cut clips to 20% Range now 25m/35m/45m
- 6 Bolt Reduce Clip by 20% Set pen to 4 Gain +4 Damage For heavy weapons Reduce clip in half, gain 1d10 damage and +2 Pen All weapons gain Tearing
- 7 Flame Gain Flame Clip reduced by 80% +2 damage and pen For heavy instead gain 1d10 damage and 2 pen All weapons are now S/-/- Ranges are 10m/15m/20m pistol basic heavy
- 8 Plasma All weapons Gain Overheat Maximal (Recharge) Basic and Pistol +4 Damage/ 6 Pen for Pistols/Rifles For Heavy Gain 1d10+5 Damage and 5 Pen 8/10/12 Clip 3/4/5full reload
- 9 Melta Set damage to 2d10+8 Pen 13 for All weapons Ranges are 10m/20m/40m for Pistol/Basic/Heavy Clips are now 3/5/10 respectively Reloads are 2full pistol and basic 3full heavy
- 10 Needle Gain Toxic set pen to 4
- Ranged Oddities
- 1 Oneshot Reduce clip to 1 and firing to S/-/- Cut Reload in Half (to Full min) add +5 Damage +2 Pen and Accurate Double Range Plasma Always Maximal
- 2 Hallucinogenic Target rolls on hallucination tables if failing a TB test
- 3 Serration If deals wounds > TB then target must test TB or suffer Blood Loss
- 4 Extended Clip Double Clip size
- 5 Unstable Gain Unstable
- 6 Burning Enemies hit test Agi or be set fire, if already has flame gain Cleansing Fire
- 7 Stable Gain Gyro-Stabilized
- 8 Scattergun Gain Scatter and +2 Damage Cut range in Half, if already Scatter do not cut range in half and gain the bonus damage up to short range
- 9 Revolver Set clip to 6 and Double Load time, may load each cylinder with special ammo, gain +2 damage, all plasma shots are now maximal with no recharge as you rotate the cylinders
- 10 Multibarrel Gain Storm
- Armor
- 1 Primitive
- 2-4 Mesh
- 5-6 Flak
- 7-9 Carapace
- 10 Power
- Armor Piece (Non Power)
- 1 Gauntlet
- 2 Legplates
- 3 Chest Plate
- 4 Helmet
- 5-7 Coat
- 8-9 Full suit
- 10 Heavy Suit +1 to normal armor provided Double Weight
- Power Armor
- 1-4 Light Power Armor
- 5-8 Regular Power Armor
- 9-10 Heavy Power Armor
- Armor Oddities
- 1-3 Reflective +2 against E
- 4-5 Reactive +2 against X
- 6-8 Rounded +2 against R
- 9-10 Reinforced +2 against I
- Gear
- 1-3 Cybernetic
- 4 Clothing
- 5-6 Drug
- 7-10 Tool
- Ship Components
- Roll as Written
- Blessing (All things are best quality)
- 1d10
- 1-4 Archaeotech
- 5-9 Cursed
- 10 Alien Hands (Eldar/Tau/Yu'vath/Stryxis/Necron)
- Archaeotech
- 1 - Sanctified
- Weapon: Gains Sanctified and enemies hit test WP or take CB in Damage, Daemons do not get to test WP
- Armor: AP doubled against Daemons, can spend FP to force a TN test or be blinded or turns = to DoF in a radius of WP Bonus meters
- Gear: Resists Warp Influence that may stop it from functioning
- Ship Component: Keeps the warp at bay decreases the severity of warp incursions by 5, morale +1
- 3 - Multifunctioned
- Melee: Gain +10 to all tests involving climbing, security and tech use as the weapon has built in tools
- Ranged: Gain +10 to all Scrutiny, Awareness and Lore tests as the weapon has built in scanners and databases
- Armor: Gain +10 on all tests involving harsh conditions as the armor was created to be ready for anything
- Gear: Roll once on Gear, rerolling a result of cybernetic, this armor grants the function of that gear
- Ship Component: Roll once on components table, rerolling results of cannons and lances and this component functions as both
- Cursed
- 1- Spiteful
- Weapon: Gain Hatred for the target you last shot, requiring a WP test to break away and shoot something else until that target is dead, Gain RF against target on 9 or 10
- Armor: Gain Hatred for the last target that shot you until it is dead, gain 1 additional Armor against that target
- Gear: Failing a test allows you to immediately retry the test at +20, but if the 2nd test fails, the test can no longer be attempted using the gear as it refuses to cooperate
- Ship Component: As gear or weapon whichever is appropriate and -2 Morale
- 3- Warping
- Weapon: Targets who suffer at least WPx2 damage must pass a WP test or immediately roll on Malignancies table, does not apply to anything immune to corruption
- Armor: Gain the Phase Trait, test WP to enter phase or maintain incorporeal state or gain 1d5 Corruption as the Warp tears at your soul
- Gear: If applicable can test WP instead of the normal test to will the tool to do the work for you or extend the duration the tool lasts by WP bonus Failure causes you to gain 1d5 corruption
- Ship Component:-4 Morale but the power requirement is now zero as it draws power directly from the warp
- 5- Wasting
- Weapon: Consumes your Reaction in order to attack, but automatically gains 2 DoS and gains Toxic as the cursed energies cause the target to waste away.
- Armor: Suffering a hit that penetrates armor causes a blast of wasting energy to bathe the attacker, testing TN or taking 1d10 damage ignoring TB and AP, removes the ability to run while worn
- Gear: Doubles the time it takes do the test, but adds 2 DoS on a success
- Ship Component: Component Drains 1 extra power and -1 Morale but adds 2 DoS on any passed test, for a weapon, allows a reroll on either Strength or Damage roll
- 7- Prideful
- Weapon: Gain balanced or accurate or 4 pen if already on the weapon. If a test is failed while using this weapon, test WP or be forced to attack the target until it is slain.
- Armor: Gain 4 armor on all locations until it is first penetrated, then test WP, on success, the armor uses regular values, and on a failure armor becomes 0 and gain Unnatural Speed x2
- Gear: +30 on the test but may never be reattempted via fate.
- Ship Components: As weapon or gear per the piece
- 10- Soulbinding
- Weapon: Spend fate+1d10 corruption to gain the Warp Weapon trait for WP bonus turns, Burn fate to make it permanent and gain Soul-bound/Natural Senses 3. May only bind to one item.
- Armor: Spend fate+1d10 corruption to gain Hellspawn mutation for WP bonus turns, Burn fate to make it permanent + Soul-bound/Natural Senses 3. May only bind to one item.
- Gear: Spend fate to make any test more difficult than +0 test at +0, Burn fate to make it permanent + Soul-bound/Natural Senses 3. May only bind to one item.
- Ship Component: As gear, but instead of spending fate, suffer a demonic incursion. -5 Morale
- Xenos
- Alien Hands
- 1-2 Eldar
- 3-4 Tau
- 5 Rak'Gol
- 6 Stryxis
- 7 Jokaero
- 8 Necron
- 9 Yu'Vath
- 10 Alien Minds
- Eldar:
- Replace Melee weapon with the appropriate entry then add a melee oddity
- 1-2: Eldar knife 1d5+1 R Pen 2
- 3-4: Biting Blade
- 5-6: Eldar Powersword
- 7-8: Mirrorswords (on a roll of two handed, combine them into a 2 handed weapon, do not add 1d10 damage and act as a hellglaive in terms of gameplay)
- 9-10: Harlequin's Kiss
- Replaced Ranged weapon with approprate entry then add a ranged oddity
- 1-2: Shuriken Pistol
- 3-4: Shuriken Rifle
- 5-6: Eldar Blaster
- 7-8: Eldar Sunrifle
- 9-10: Shuriken Cannon
- Armor remains the same except for power armor which is replaced by Aspect Armor 5/7/9 All depending on the roll for light/standard/heavy power armor
- On 1: Peerless Elegance as written
- On 2: Torturous Cruelty
- Weapon: Gains Crippling (1) and Increases Damage and Pen by 1 each
- Armor: Gain Heightened Senses (All) after inflicting 1 level of fatigue on yourself as you let the pain make you more alert.
- Gear: All Gear also doubles as a way to poison something at a -20 to detect.
- Ship Component: -1 Morale as the crew suffers to operate the device, but seems to be powered by suffering -1 to power requirements or +1 to generated power
- Tau:
- Replace Melee weapon with a Bonding Knife 1d5+1 Pen 0 for best quality and roll on melee oddities
- Ranged Weapon replace with this table and roll on oddities
- 1-2: Pulse Pistol
- 3-4: Pulse Carbine
- 5-6: Pulse Rifle
- 7-8: Longshot Pulse Rifle
- 9-10: Ion Rifle
- On 3: Innovative Design as written
- On 4: Mercenary Spirit
- Melee: Gain damage and pen equal to Profit Factor Bonus
- Ranged: Double as a balanced weapon 1d10+1 R for best quality
- Gear: May test Profit factor for the test
- Ship Component: May test Profit factor for test -1 Morale as crew can feel the greed emanating from the device
- Rak'Gol
- Melee Weapon: All melee weapons are great weapons with 2 Handed for Oddity and are either R or E for damage.
- Ranged Weapons: All Ranged weapons based off Physical Damage are replaced with Rak'Gol Razor Gun but S/3/5 with a clip of 15 and +1d10 for heavy variants with half range for pistols and double the range respectively. All Energy weapons based off of the Rad-Beam cannon, Pistol and Rifles are 3d10+5 Pen 8 with 1/3 and 2/3s range and weight respectively.
- On 5:
- Weapon: Enemies hit must test toughness with -5 per energy damage suffered or take 1d10 TN damage with an extra -2 per DoF Or for Rending Damage 5 or more points taken to wounds means bloodloss
- Armor: All armor is implanted and does not apply carry weight but follows implantantion rules to take off and remove
- Gear: Gear is implanted like armor
- Ship Component: Ship weapons deal extra crew damage per Rak'gol rules, crew takes extra crew damage if component is damaged as everything is radioactive
- Stryxis
- Weapons: All ranged weapons either Las or Hellgun, a fire rate of S/-/- and a base clip of 12, Melee weapons are always a spear, sword, dagger or whip, oddity cannot be 2-handed or massive.
- Armor: Replace armor item with a Stryxis Ghost-Field 3 All, unaffected by AP that isnt blast or holy.
- On 6: Anomalous light
- Melee: All 1d10s are replaced by 1d5s. Weapon does direct damage to wounds bypassing TB and Armor. Does not affect Demons or things with Machine 5+, Convert pen to 1d5 for every 3 pen rounding down.
- Ranged: All weapons gain Overheat but deal +2 Damage and Pen per round attacking the same target up to +10 each.
- Armor: Ghost Field can be hidden under any clothing test Forbidden Lore (Xenos) to be discovered as it looks like a harmless trinket
- Gear: Gear is inscribed with a contract that functions like a Stryxian Compact.
- Ship Component: Glows with an eerie green light -2 Morale but does not require manpower as it comes with vat-laborers.
- Jokaero
- Weapons: All Ranged weapons and must be energy type otherwise reroll for one are the Oneshot Oddity and gain Micro, all melee weapons count as daggers for damage
- Armor: Armor is replaced by a Conversion Field
- On 7: Ingenius miniaturization
- Weapons: All weapons take a form of a ring, -30 to discover their true function, can wear one on each finger.
- Armor: The field takes the form of jewelry, -30 to discover its true function
- Gear: Gear is also the form of jewelry, -30 to discover its true function and cannot be used by anyone with a penalty to fine manipulation
- Ship Components: Take 0 space but -1 morale as crew are doubting of such a small device
- Necron
- Weapons: All ranged weapons have the Revolver oddity
- On 8: As Remnant of the Endless
- Weapon
- Yu'Vath:
- All melee weapons are of the crystalline oddity
- Ranged Weapons:
- All ranged weapons are some form of Foul Scepter Pistol is 35m and -2 Damage, Heavy version is 105m and +2 Damage, Thrown is a pair of crystalline daggers that is rolled on melee table, Failure of willpower test for ranged weapons means that Recharge does not apply, all non thrown ranged weapons are of the Burning oddity.
- Gear: All gear rolls as a cybernetic that is permanently fused into the body
- On 9: As Death Dream's Fragment
- On 10: GM Choice (Mix and Match)
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