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Jul 16th, 2018
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  1. Rolling on this table determines in what way the poor supplies or general maintenance that the Deathwatch suffers has affected your ability to prepare for the current mission. 2 Rolls are made, and results are not cumulative unless mentioned. Your future performance can increase, or reduce, the number of rolls you have to make, as it's less likely for you to receive your much needed supplies if you are unsuccessful in your endeavors.
  2.  
  3. Roll here, then roll again on the selected table.
  4. d100: Gear Type
  5. 01-25: Ranged Weaponry
  6. 26-50: Melee Weaponry
  7. 51-70: Grenades/Missiles
  8. 71-80: Ammunitions
  9. 81-95: Wargear
  10. 96-100: Armour
  11.  
  12. d100: Ranged Weaponry - Items in the selected category cost x2 as much for Requisition costs. If a weapon is standard for a battle brother, or a part of their signature wargear, they lose 1/2 of the standard requisition required for the most expensive item in the category which you have as a standard or signature weapon. Subsequent rolls on the same category are cumulative.
  13. 01-10: Bolt Weapons
  14. 11-30: Plasma Weapons
  15. 41-60: Melta Weapons
  16. 61-70: Flame Weapons
  17. 71-80: Solid Projectile Weapons
  18. 81-90: Las Weapons
  19. 91-100: Launchers
  20.  
  21. d100: Melee Weaponry - Items in the selected category cost x2 as much for Requisition costs. If a weapon is standard for a battle brother, or a part of their signature wargear, they lose 1/2 of the standard requisition required for the most expensive item in the category which you have as a standard or signature weapon. Subsequent rolls on the same category are cumulative.
  22. 01-30: Chain Weapons
  23. 31-70: Power Weapons
  24. 71-100: Force Weapons
  25.  
  26. d100: Grenades/Missiles - Items in the selected category cost x2-x3 as much for Requisition costs. If standard grenades or missiles are rolled, battle brothers only receives 1 of them as Standard Equipment .
  27. 01-25: Standard Damaging Grenades (Nova, Plasma, Frag, Krak)
  28. 26-50: Standard Non-Damaging Grenades (Blind, Stasis, STun, EMP, Flash)
  29. 51-80: Non-Standard Grenades/Missiles (x3)
  30. 81-100: Standard Missiles (Plasma, Krak, Frag)
  31.  
  32. d100: Ammunitions - Items in the selected category cost x2 as much for Requisition costs. If Ammunition you would possess as standard equipment is rolled, the ammo you begin with is halved. This stacks cumulatively.
  33. 01-30: Projectile Ammo (Shells, Bolt Shells, Bullets)
  34. 31-60: Energized Ammo (Laspacks, Plasma Flasks, Melta Canisters, etc)
  35. 61-100: Special Issue Ammunition
  36.  
  37. d100: Wargear - Items in the selected category cost x2-x3 as much for Requisition costs. If some wargear in the category would be standard, it must be payed for with Requisition, or else given up.
  38. 01-35: Equipment
  39. 36-60: Drugs and Consumables (Toxins cost x3 as much) (Includes pain suppressors on Power Armour)
  40. 61-100: Tools (Melta bombs, Signums, Signum Links, Screamers, and Stummers cost x3 as much)
  41.  
  42. d100: Armour - Representing poor repairs rather than a loss of supplies, the selected choice applies to every battle brother's power armour. Terminator Armor is unaffected by this.
  43. 01-20: Neglected Ceramite: Lose 1 AP to all locations
  44. 21-40: Auto-Senses Malfunction: Bonuses from Auto-senses don't apply. May interfere with communications as well. Diagonostor helms don't provide any bonuses.
  45. 41-60: Suppressors worn out: Recoil Suppression no longer applies.
  46. 61-80: Hydraulics Leakage: Enhanced Strength no longer applies.
  47. 81-90: Enraged Machine Spirit: If a test is made and a criticail failure of 100 is rolled, all future tests of any sort suffer a -5. If this occurs twice, all above results apply to the unfortunate marine as well.
  48. 91-100: Field Overload: All force fields given by armor or items overload range is increased by 15; So Storm Shields overload on a 25 or under, and Iron Halos on a 15 or under.
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