Black Crusade Changes

House Rules
1. Worst Quality armour now suffers a -10 to all Agility tests as well as -1AP.
2. Best quality ranged weapons add +5 to all 'to hit' rolls, as well as gain +1 damage, and can never jam.

Acquiring Items Draft

First of all you must have enough time to devote to making a check. For all intents and purposes this time is used for acquiring this item. Whilst you can be doing other things (such as building items or fixing things, perhaps with an increase in the time for the acquisition at GM's discretion) you cannot make two acquisition checks at the same time. You can re-roll a check for the same item as long as you have the time, you do not need to go to a different settlement or change your infamy score, unless the GM uses his discretion.

Time taken to Acquire Items is based of an items base rarity and the population of the settlement.

Rarity < 10,000/ Feral < 100,000/ Feudal < 1,000,000/ Pre-Imperial < 10,000,000/ Imperial Standard 10,000,000+ Post Imperial
Ubiquitous 1 day 1 day 1 day 1 day 1 day
Abundant d5 days 1 day 1 day 1 day 1 day
Plentiful d10 days d5 days 1 day 1 day 1 day
Common d10 days d10 days d5 days 1 day 1 day
Average 1 week d10 days d10 days d5 days 1 day
Scarce 1 week 1 week d10 days d10 days d5 days
Rare d5 weeks 1 week 1 week d10 days d10 days
Very Rare d10 weeks d5 weeks 1 week d10 days d10 days
Extremely Rare d5 months d10 days d10 days d5 days 1 week
Near Unique d10 months d5 months d10 weeks d5 weeks 1 week
Unique 1 year d10 months d5 months d10 weeks d5 weeks

When you make the acquisition check on your Infamy, the difficulty of the check (and essentially the item's availability) is determined by population, AND GM'S DISCRETION. GM's discretion can be used to modify availability up or down based on circumstance. For example, it might be easier to acquire implants on a Dark Mechanicus planet, despite its population. A feudal world might have plenty of slaves and hence slaves should still be Ubiquitous regardless of technology level. Thus it is important to note that this table is both representative of Technology and Population. This table replaces the base availability in the book. This availability does not modify the time taken to find items and vice versa, the benefit of having more time is that you can make multiple rolls.

Rarity < 10,000/ Feral < 100,000/ Feudal < 1,000,000/ Pre-Imperial < 10,000,000/ Imperial Standard 10,000,000+ Post Imperial
Ubiquitous +20 +30 +50 +70 +100
Abundant +10 +20 +30 +50 +70
Plentiful +0 +10 +20 +30 +50
Common -10 +0 +10 +20 +30
Average -20 -10 +0 +10 +20
Scarce -30 -20 -10 +0 +10
Rare -50 -30 -20 -10 +0
Very Rare -70 -50 -30 -20 -10
Extremely Rare Impossible -70 -50 -30 -20
Near Unique Impossible Impossible -70 -50 -30
Unique Impossible Impossible Impossible -70 -50

After taking the time to make the check and rolling, you can determine quantity and quality of the item you are after. This is the most major change. This is that quality and quantity of items is determined after rolling, by degrees of success. Thus you can essentially 'barter' after your roll for items is made. The following tables summarise quality and quantity by what modifiers to your degrees of success they impose. These are cumulative and modify your degrees of success. However you must always have at least 1 degree of success to pass a test. A failed acquisition check does not allow you to barter in this manner. If its easier simply think about this as applying the standard negatives or bonuses for quantity or quality after you have made your roll, effectively modifying whether or not you pass or fail the roll.

Eg 1: If you pass a test by 2 degrees you can increase your quality of your item to Good Quality, as this would reduce your degrees to base level of 1 degree of success.

Quality Degrees of success modifier
Poor +1
Common 0
Good Quality -1
Best Quality -2

Quantity of items is the next modifier, and this modifies the degrees of success of your test in exactly the same manner to quality. The two modifiers are combined as seems logical. This also means that using both quantity and quality together you can effectively turn fails by 2 degrees into a pass. This because as with skill tests their is no 0 degrees of failure.

Eg 2: In example 1 you passed a test by 2 degrees and got a Good Quality item, however if you only acquire one item this increases your degrees of success by 1, and therefore you could increase the quality of your item to Best Quality, dropping your total degrees of success to the benchmark of 1.

Finally the actual quantity of items is determined by degrees of success once your bartering is complete. So if you have more degrees of success left over you will receive more items, thus meaning that having more degrees of success in a quantity bracket when you can't move up to the next quantity, but could increase your quality, will give your more items if you don't increase the quality.

Quantity Modifier
1 +1
1 + d5 items 0
6 + d5 items -1
10 + 5d10 per degree of success -2
100 + 5d100 per degree of success -4
1001 + 10d100 per degree of success -6

Or

Each DOS may also be used the reduce the amount of time required to find the item per DOS
Eg: D5 days becomes D5- degrees of success that are unused, to a minimum of 1 day. If your time modifier would bring you below the time limit of the bracket, drop down to the next bracket.


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