Advertisement
hukhukhuk

blarg

Oct 29th, 2014
266
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.34 KB | None | 0 0
  1. 1d10 Type of Relic
  2. 1-2 Melee Weapon
  3. 3-4 Ranged Weapon
  4. 5-6 Armor
  5. 7-8 Gear
  6. 9-10 Ship Component
  7.  
  8. Melee Weapons Tech Base weapon is 1d10+1 For best
  9.  
  10. 1-3 Mono +1 Dam +2 Pen
  11. 4-5 Chain +2 Dam/+2Pen Tearing
  12. 6-7 Shock Shocking +1 Damage/+1 Pen
  13. 8-9 Power +5 Dam/+5 Pen Power Field
  14. 10 Exotic Roll twice and add together
  15.  
  16. Melee Weapon Type
  17. 1 Dagger 1d5s instead of 1d10s can be thrown
  18. 2 Whip 1d5s instead of 1d10s gain Flexible and 5m range
  19. 3 Sword Gain Balanced
  20. 4 Mace/Axe +2 damage Unbalanced +1 Pen extra for Shocking/+2 for Power
  21. 5 Flail +6 damage Unwieldy
  22. 6 Shield 1d5s instead of 1d10s Defensive
  23. 7 Gauntlet +1 damage +1 Pen +1 Pen extra for Power
  24. 8 Spear +2 Pen +1 Pen extra for Power
  25. 9 Staff Gain Balanced
  26. 10 Great Weapon 2d10 to start 2 handed Unwieldy
  27.  
  28. Thrown Weapons
  29. 1-3 Javelin Accurate 10m+SB
  30. 4-5 Knives A Pair of Knives that can be recovered SBx2+10
  31. 6-8 Stars A pack of 10 that can be recovered SBX3+10
  32. 9-10 Discus Returns to you as long as you succeed in hitting the target SBX4
  33.  
  34. Melee Oddities:
  35. 1 Defensive Gain Defensive, if already Defensive Gain Balanced
  36. 2 Balanced Gain Balanced or Lose Unbalanced/Downgrade Unwieldy to Unbalanced If already Balanced gain +10 to parry
  37. 3 Unstable Gain Unstable
  38. 4 Serrated Gain Tearing if already Tearing gain 3 damage
  39. 5 Burning Enemy tests Agi on hit or catch fire
  40. 6 Two handed Gain 1d10 damage, gain Unbalanced or downgrade Balanced to normal Unbalanced to unwieldy, if already Unwieldy -5 on WS tests
  41. 7 Crystalline Gain Power Field If already Powered gain +3 Pen
  42. 8 Shocking Gain Shocking if already Shocking gain 2 damage and 1 pen
  43. 9 Force Weapon gains Force
  44. 10 Massive adds another SB to damage, automatically gains unwieldy, if already unwieldy -10 to WS
  45.  
  46. Ranged Weapons
  47.  
  48. 1-3 Pistol 30m S/2/3 1d10+2 I Pen 0 Clip 20 Full
  49. 4-6 Basic 90m S/3/5 1d10+3 I Pen 1 Clip 30 Full
  50. 7-8 Heavy 120m -/-/10 1d10+5 I Pen 3 Clip 120 Full
  51. 9-10 Thrown 10m S/-/- 1d10+1 (Best) I Pen 0
  52.  
  53. Ranged Weapon Type (Non Thrown) for Thrown Roll on Melee Weapons
  54.  
  55. 1 Primitive Crossbow Roll ammo on melee weapon list half range damage is pen 0
  56. 2 Las Double Clip, Gain Reliable, Set damage to E
  57. 3 Hellgun Set pen to 7 Clip in Half (Non backpack supply)
  58. 4 SP Base weapon type
  59. 5 Shotgun Gain Scatter and +2/+3/+4 Damage but set pen to 0 Cut clips to 20% Range now 25m/35m/45m
  60. 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
  61. 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
  62. 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
  63. 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
  64. 10 Needle Gain Toxic set pen to 4
  65.  
  66. Ranged Oddities
  67.  
  68. 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
  69. 2 Hallucinogenic Target rolls on hallucination tables if failing a TB test
  70. 3 Serration If deals wounds > TB then target must test TB or suffer Blood Loss
  71. 4 Extended Clip Double Clip size
  72. 5 Unstable Gain Unstable
  73. 6 Burning Enemies hit test Agi or be set fire, if already has flame gain Cleansing Fire
  74. 7 Stable Gain Gyro-Stabilized
  75. 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
  76. 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
  77. 10 Multibarrel Gain Storm
  78.  
  79. Armor
  80.  
  81. 1 Primitive
  82. 2-4 Mesh
  83. 5-6 Flak
  84. 7-9 Carapace
  85. 10 Power
  86.  
  87. Armor Piece (Non Power)
  88. 1 Gauntlet
  89. 2 Legplates
  90. 3 Chest Plate
  91. 4 Helmet
  92. 5-7 Coat
  93. 8-9 Full suit
  94. 10 Heavy Suit +1 to normal armor provided Double Weight
  95.  
  96. Power Armor
  97. 1-4 Light Power Armor
  98. 5-8 Regular Power Armor
  99. 9-10 Heavy Power Armor
  100.  
  101. Armor Oddities
  102.  
  103. 1-3 Reflective +2 against E
  104. 4-5 Reactive +2 against X
  105. 6-8 Rounded +2 against R
  106. 9-10 Reinforced +2 against I
  107.  
  108. Gear
  109. 1-3 Cybernetic
  110. 4 Clothing
  111. 5-6 Drug
  112. 7-10 Tool
  113.  
  114. Ship Components
  115. Roll as Written
  116.  
  117. Blessing (All things are best quality)
  118. 1d10
  119. 1-4 Archaeotech
  120. 5-9 Cursed
  121. 10 Alien Hands (Eldar/Tau/Yu'vath/Stryxis/Necron)
  122.  
  123. Archaeotech
  124. 1 - Sanctified
  125. Weapon: Gains Sanctified and enemies hit test WP or take CB in Damage, Daemons do not get to test WP
  126. 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
  127. Gear: Resists Warp Influence that may stop it from functioning
  128. Ship Component: Keeps the warp at bay decreases the severity of warp incursions by 5, morale +1
  129.  
  130. 3 - Multifunctioned
  131. Melee: Gain +10 to all tests involving climbing, security and tech use as the weapon has built in tools
  132. Ranged: Gain +10 to all Scrutiny, Awareness and Lore tests as the weapon has built in scanners and databases
  133. Armor: Gain +10 on all tests involving harsh conditions as the armor was created to be ready for anything
  134. Gear: Roll once on Gear, rerolling a result of cybernetic, this armor grants the function of that gear
  135. Ship Component: Roll once on components table, rerolling results of cannons and lances and this component functions as both
  136.  
  137. Cursed
  138. 1- Spiteful
  139. 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
  140. Armor: Gain Hatred for the last target that shot you until it is dead, gain 1 additional Armor against that target
  141. 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
  142. Ship Component: As gear or weapon whichever is appropriate and -2 Morale
  143.  
  144. 3- Warping
  145. 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
  146. 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
  147. 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
  148. Ship Component:-4 Morale but the power requirement is now zero as it draws power directly from the warp
  149.  
  150. 5- Wasting
  151. 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.
  152. 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
  153. Gear: Doubles the time it takes do the test, but adds 2 DoS on a success
  154. 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
  155.  
  156. 7- Prideful
  157. 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.
  158. 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
  159. Gear: +30 on the test but may never be reattempted via fate.
  160. Ship Components: As weapon or gear per the piece
  161.  
  162. 10- Soulbinding
  163. 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.
  164. 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.
  165. 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.
  166. Ship Component: As gear, but instead of spending fate, suffer a demonic incursion. -5 Morale
  167.  
  168. Xenos
  169.  
  170. Alien Hands
  171.  
  172. 1-2 Eldar
  173. 3-4 Tau
  174. 5 Rak'Gol
  175. 6 Stryxis
  176. 7 Jokaero
  177. 8 Necron
  178. 9 Yu'Vath
  179. 10 Alien Minds
  180.  
  181. Eldar:
  182. Replace Melee weapon with the appropriate entry then add a melee oddity
  183. 1-2: Eldar knife 1d5+1 R Pen 2
  184. 3-4: Biting Blade
  185. 5-6: Eldar Powersword
  186. 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)
  187. 9-10: Harlequin's Kiss
  188.  
  189. Replaced Ranged weapon with approprate entry then add a ranged oddity
  190. 1-2: Shuriken Pistol
  191. 3-4: Shuriken Rifle
  192. 5-6: Eldar Blaster
  193. 7-8: Eldar Sunrifle
  194. 9-10: Shuriken Cannon
  195.  
  196. 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
  197.  
  198. On 1: Peerless Elegance as written
  199. On 2: Torturous Cruelty
  200. Weapon: Gains Crippling (1) and Increases Damage and Pen by 1 each
  201. Armor: Gain Heightened Senses (All) after inflicting 1 level of fatigue on yourself as you let the pain make you more alert.
  202. Gear: All Gear also doubles as a way to poison something at a -20 to detect.
  203. 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
  204.  
  205. Tau:
  206. Replace Melee weapon with a Bonding Knife 1d5+1 Pen 0 for best quality and roll on melee oddities
  207.  
  208. Ranged Weapon replace with this table and roll on oddities
  209. 1-2: Pulse Pistol
  210. 3-4: Pulse Carbine
  211. 5-6: Pulse Rifle
  212. 7-8: Longshot Pulse Rifle
  213. 9-10: Ion Rifle
  214.  
  215. On 3: Innovative Design as written
  216. On 4: Mercenary Spirit
  217. Melee: Gain damage and pen equal to Profit Factor Bonus
  218. Ranged: Double as a balanced weapon 1d10+1 R for best quality
  219. Gear: May test Profit factor for the test
  220. Ship Component: May test Profit factor for test -1 Morale as crew can feel the greed emanating from the device
  221.  
  222. Rak'Gol
  223.  
  224. Melee Weapon: All melee weapons are great weapons with 2 Handed for Oddity and are either R or E for damage.
  225.  
  226. 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.
  227.  
  228. On 5:
  229. 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
  230. Armor: All armor is implanted and does not apply carry weight but follows implantantion rules to take off and remove
  231. Gear: Gear is implanted like armor
  232. 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
  233.  
  234. Stryxis
  235.  
  236. 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.
  237. Armor: Replace armor item with a Stryxis Ghost-Field 3 All, unaffected by AP that isnt blast or holy.
  238.  
  239. On 6: Anomalous light
  240. 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.
  241. Ranged: All weapons gain Overheat but deal +2 Damage and Pen per round attacking the same target up to +10 each.
  242. Armor: Ghost Field can be hidden under any clothing test Forbidden Lore (Xenos) to be discovered as it looks like a harmless trinket
  243. Gear: Gear is inscribed with a contract that functions like a Stryxian Compact.
  244. Ship Component: Glows with an eerie green light -2 Morale but does not require manpower as it comes with vat-laborers.
  245.  
  246. Jokaero
  247.  
  248. 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
  249. Armor: Armor is replaced by a Conversion Field
  250.  
  251. On 7: Ingenius miniaturization
  252. Weapons: All weapons take a form of a ring, -30 to discover their true function, can wear one on each finger.
  253. Armor: The field takes the form of jewelry, -30 to discover its true function
  254. 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
  255. Ship Components: Take 0 space but -1 morale as crew are doubting of such a small device
  256.  
  257. Necron
  258.  
  259. Weapons: All ranged weapons have the Revolver oddity
  260.  
  261. On 8: As Remnant of the Endless
  262.  
  263. Weapon
  264.  
  265. Yu'Vath:
  266. All melee weapons are of the crystalline oddity
  267.  
  268. Ranged Weapons:
  269. 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.
  270.  
  271. Gear: All gear rolls as a cybernetic that is permanently fused into the body
  272.  
  273. On 9: As Death Dream's Fragment
  274.  
  275. On 10: GM Choice (Mix and Match)
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement