Equipment
Plasma Weapons
Firing plasma weapons:
Plasma weapons can be used in two firing modes: standard mode (the normal and safest method), or a higher-powered blast with a longer range and higher temperature. The latter
requires a short time to replenish the plasma back to firing levels. When a plasma weapon fires in Maximal mode, it gains an extra 10 metres to range, 1d10 to Damage,
and +2 Pen, but uses 3 rounds of ammunition. The Maximal setting also adds the Recharge and Overheats Qualities to the weapon, but increases any Blast Quality by +2 (so an Plasma Cannon would fire a Blast (3) on Maximal).
Shoulder Mounted Weapon
This is basically a ranged weapon mounted on a piece of shoulder armour or the like. The weapon is usually linked to an optical implant to facilitate targeting, though it can be linked to a helmet or goggles. The weapon mounted cannot be a larger class than pistol, and takes twice the normal time to reload, though clip size can be augmented by 50%. An optical implant grants the shooter +10 to hit with ballistic skill, and helmet or goggles a mere +5. The weapon is activated either by a mental command in the case of implants, or by a small neuron sensitive switch in a glove or wrist band.
This weapon can also be outfitted with the Red Dot Laser Sight, the Fire Selector and the Silencer upgrades.
Cost:
With optical implant: 4000 + shoulder piece armour cost + weapon basic cost x5
With helmet: 2000 +shoulder piece armour cost + helmet cost +weapon basic cost x5.
With Goggles: 2000 + shoulder piece armour cost +weapon basic cost x5.
Tech Heresy - Las
The weapons listed below are the products of heretical imagination. All are vile innovations, tinkered together by Reclaimators and Hereteks. Anyone caught wielding such a weapon is swiftly executed in the name of the Omnissiah and the God-Emperor.
Availability is listed for worlds where Tech Heresy is commonplace
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
3-Light | Pistol | 15m | -/3/- | 1d5 E | 0 | 30 | Full | Unreliable | 2.5 | 30 | Common |
Rev-Cap | Basic | 30m | -/-/8 | 1d10+2 E | 0 | 40 | 2Full | Recharge, Unreliable | 5 | 50 | Average |
Seq-Las | Basic | 60m | S/-/- | 2d10+4 E | 2 | 15 | Full | Overheats, Recharge, Tearing, Unreliable | 6 | 150 | Rare |
Com-Las | Heavy | 100m | -/4/12 | 1d10+3 E | 0 | 240 | 3Full | 15 | 300 | Scarce |
3-Light: The lowly laspistol is a common sight across the Imperium. Renowned for their reliability, but there is always the possibility that a laspistol has a failure and is discarded by its owner. These laspistols often find their way into the hands of hereteks. The heretek replaces the Omnissiah blessed capacitor with three low-output capacitors and so the laspistol is born-again in tech-heresy. The 3-Light is different from a standard pattern laspistol in that it invariably has a large ‘growth’ attached to it, which houses the extra capacitors.
Rev-Cap: The Rev-Cap is a solution to the lasguns inability to provide a full auto burst. Fusing the venerable stub-revolver and lasgun designs together in a heretical hybrid, the Rev-Cap features a cylinder holding eight laspistol capacitators which cycle towards a point in the weapon where the stored power can be siphoned off. After discharging all capacitors in such a manner the Rev-Cap requires a few moments to recharge them all again for use in the next cycle.
Seq-Las: A heretical marvel, the Seq-Las features four capacitors that are drained sequentially resulting in an incredibly powerful laser beam which is able to punch through the toughest armour. All that extra power does make the weapon prone to overheating.
Com-Las: The insurgents multi-laser. The Com-Las is cobbled together using four standard lasguns. The stocks are removed from the lasguns to reduce weight and give easier access to the lasguns internal workings which need to be reconfigured to fire as one. Typically the Com-Las is fitted on a tripod or an insurgency vehicle’s pintle mount for use against the Imperium’s forces. It takes four charge packs to reload a Com-Las.
Light Stubber
The Light Stubber is and underused concept in the Imperial Guard with most regiments not seeing the need for a weapon that puts out comparable damage to a las gun when there is the reliable Heavy Stubber that provides much more punch. A few regiments that emphasise mobility and squad level operations though find them invaluable for the increased firepower they provide. Because of the logistical benefits of being able to use the ammo of a normal autogun, squads using light stubbers often use autoguns over the standard lasgun. Even though they are still not a common sight outside of select Imperial Guard units they are still occasionally picked up by underhive gangs where their larger rate of fire combined with respectable accuracy make them a useful acquisition. More than a few gang raiding parties have met a grisly end after being ambushed by a Light Stubber.
The light stubber counts as a heavy weapon for the purposes of applying upgrades although may use any ammunition type available to an autogun. Rounds must be bought in standard 100rd drums although may be separated into smaller belts. Because of differing gas rates from different rounds no more than a single type of round may be used in a belt.
Good and Best quality light stubbers may also use standard autogun clips as an additional measure. If these are bought for the light stubber count the weight for one clip as those bought for an autogun. Whilst using normal autogun clips the Light Stubber gains the unreliable rule while decreasing the reload time to a single full action. The light stubber is too unwieldy to use one handed and must always be used with 2 hands.
The Light Stubber is Scarce in a Warzone.
Name | Type | Range | RoF | Dam | Pen | Clip | Rld | Wgt | Special | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Light Stubber | Basic | 120m | -/-/10 | d10+3 | 0 | 100 | 2full | 8.5kg | Suppressive Weapon | 300 | Rare |
Suppressive Weapon: The rate of fire and accuracy of the Light Stubber makes it very useful as a suppressive weapon. The Light Stubber is capable of bracing like a heavy weapon, if it does so it gains a hit for every degree of success when using suppressive fire rather than every 2 degrees.
Purity/Repression Seals
It is the lot of the Adeptus Terra, the Ecclesiarchy and the Inquisition to work tirelessly to protect humanity form its legion enemies; enemies who have the power to destroy not only the bodies of those who stand against them but their minds and souls. Many a young and idealistic servant sets foot on the path of duty only to find it slowly darkening into the road of corruption.
The Emperor, in His wisdom, knows even faith is not always enough, and so grants his priests the ability to bless His servants so that they may face the darkness with His light at their side. Any bishop has sufficient standing within the Cult of the Emperor to create the physical benedictions known as Purity Seal; strips of parchment, carefully inscribed with prayers to the Emperor or His saints, anointed in holy oils and unguents and affixed with wax coloured with the pure blood of martyred pilgrims, which guard those who wear them, strengthening their faith and driving off those who would lead them into darkness.
Purity Seals can be thought of as armour for the soul. Acolytes have a long way to travel before they reach the point where they might become Interrogators and then Inquisitors themselves. Without this armour, especially for those in the retinue of an Ordo Malleus inquisitor, few would last long before corruption or inanity took them.
For most characters the Willpower test made to resist these forces is only passed around a third of the time. Purity Seals add bonuses similar to other types of equipment – between +5% and +20% – to the various rolls made against mental and spiritual trauma, boosting the average character’s pass rate to near 50%. Not much, and by no means an infallible defence, but every malignancy, mutation and disorder that can be avoided is one victory denied the enemies of mankind, one more stretch that the character can remain on the road.
Wearing Purity Seals
Seals can be attached to clothing, armour or weapons. For many the location is not important. What matters is that the Purity Seal is displayed prominently, for it is not the way of the Emperor to hide His power from those he opposes.
Purity Seals have no power unless they are displayed as symbols of faith, clear for all to see.
Regardless of a Purity Seal’s type, GMs may grant wearers of these potent symbols of faith bonuses to Fellowship-based rolls among suitably fervent Imperial subjects.
Only those with faith can benefit from wearing a Purity Seal. Unless the character has either Common Lore (Imperial Creed) or Scholastic Lore (Imperial Creed), the seals they wear remain empty of power.
Those of exceptional faith find that Purity Seals are even more potent. Any character with the Unshakable Faith Talent increases the quality of seals they wear by one step (Common to Good, Good to Excellent). Excellent quality seals gain an additional +5% to any bonus they grant when worn by those of Unshakable Faith.
Aegis Seals
The most common forms of Purity Seal are those designed to protect the wearer. Known as Aegis Seals within the Ministorum, they provide protection against the Corrupting Powers.
These wards vary in how they protect the wearer as well as what level of protection they provide. Just as with other equipment, both Good and Excellent versions of these seals can be made, although they are generally restricted to servants who have proved their worth to the Imperium. Most seals grant a +5% bonus to a specific test. Increase this to +10% for Good quality seals and to +15% for rare Excellent quality ones. Purity Seals with other types of benefits include the effects of higher qualities in their descriptions.
Poor quality seals can also be found. Mostly they are the work of charlatans or clerics who skimped on the necessary ritual ingredients. Poor quality seals are effectively Charms, providing no other in-game benefit to the wearer.
Speravi In Te, Imperator
A seal commonly worn by those who must take to the Imperium’s many battlefields to fight in the Emperor’s name, it grants +5% to Willpower Tests to avoid the effects of Pinning.
Fides Validus (3 Varieties)
The most common seal is said to draw the Emperor’s gaze towards the wearer. Bathed in His glory, his faith is strengthened and he stands firm against all who would oppose him. The wearer gains +5% to Willpower rolls to resist Fear caused by one of the Imperium’s three major enemies. The Fides Validus Xenos seal protects against Fear-causing aliens, the Fides Validus Daemonica protects against Fear from Warp and daemonic sources, and the Fides Validus Hereticus protects against Fear-inducing psychic powers and particularly horrific mutants.
Per Orbem Terrarum
The High Gothic of this seal begins “From Holy Terra, benighted Earthly Sphere, did Man set forth, and only to that dominion shall his allegiance flow…” Wearers are protected against the sweet words of corruption, gaining +5% on Willpower and Scrutiny rolls to resist the false charms and seductive lies of Mankind’s enemies.
Tutela Obviam Veneficus
Much sought after by those who must face down psykers who refuse their duty to face either sanctioning or holy sacrifice at the feet of the Emperor’s throne, this seal grants +5% to any test to resist psychic powers.
Sancta Eruditio
It is the duty of some to fight Mankind’s enemies not on the battlefield but in the depths of dusty libraries. The Sancta Eruditio seal girds their souls as they seek to discover the weaknesses of those who would destroy them. Wearers may test Willpower to reduce the number of Corruption Points inflicted by reading corrupting tomes by 1 for common Seals or 2 for Good or Excellent seals. Only Excellent quality Purity Seals can reduce the number of points received below 1.
Dignare, Domine
The Emperor’s own cult has vouchsafed the character’s purity. The character may test Willpower to reduce the number of Corruption Points inflicted by Warp Shock by 1 for common Seals or 2 for Good or Excellent seals. Only Excellent quality Purity Seals can reduce the number of points received below 1.
Humanus Statua Aeternum (8 Varieties)
The image of man is perfect. In mutation lies corruption. This seal locks the form of the wearer, making them more resistant to mutation. There is one version of this seal for each statistic, each granting the wearer +5% when testing that Characteristic to resist mutation due to accrued Corruption Points. Wearing any version of this Purity Seal provides +5% to resist mutation from other sources (exposure to the Warp, daemonic powers, and so on).
Ad Dexteram Imperatorum
By putting his fate in the hands of the Emperor, the wearer protects himself from others who would manipulate his being. He gains a +5% bonus on Malignancy rolls.
De Mortalitate, Gloriae
A martyr’s death is the greatest gift a servant can bestow upon his Emperor. Wearers of this Purity Seal have accepted that their life is but a small sacrifice to ask for the ceaseless wars against Humanity’s enemies. Instead of burning a Fate Point to survive death, the wearer of this seal may burn one to ensure he takes his enemies with him. Whether it means he lives a few more moments, allowing him to set his lasgun’s power pack to self-destruct or crash his vehicle into the ranks of his vehicle into the ranks of this enemies, or whether the enemies will suffer misfortune in less direct ways, the character’s life will not have been given in vain. Good quality seals of this type allow the martyr to take down many more enemies, inflicting around ten times the casualties. Excellent quality seals are truly awesome. The Emperor himself seems to intercede, punishing those who would take from him a valued servant with just and furious wrath.
Repression Seals
For some the Emperor’s blessings come too late. When darkness has already laid a hand upon a once-trusted servant of the Imperium, there are only two courses: the pyre or a Repression Seal. This rare version of the Purity Seal has had the divine power within it inverted so that the taint within the wearer is held in check, incarcerated by the blessed power of the Lord of Man.
Only available to those in whom the Imperium has invested too much to lose or who must walk further on their path for the greater good of Mankind, Repression Seals reduce the effects of Madness, Malignancy and Mutation… but at great cost.
Repression seals cannot be bought. They are reserved for the greatest and most valuable servants of the Imperium – Inquisitors, Sisters of Battle, Space Marines, and others who fight on the front lines of Mankind’s constant war against degeneration and corruption. And once applied, must be worn prominently every hour of the day and night or their power fades.
The application of Repression Seals does not mean that the taint to soul, body or mind has been removed, merely turned inwards, which, in the the long term can prove almost as much of a burden as the original malady. At the end of each week, a character wearing one or more of these seals should make a Willpower Test with a -5% penalty for each Repression Seal he wears. Treat a failure on this roll as a failed Mental Trauma roll (see Dark Heresy, page 234).
Custodia Fleumaticus
Exposure to the Warp and the foul entities that spring forth from that realm can corrupt the soul of a man, giving them strange drives and debauched habits. The application of this Repression Purity Seal counteracts a Malignancy inflicted upon a character. While worn the Malignancy has no hold over the character. They automatically succeed in any rolls to resist it’s influence and any losses caused by the Malignancy are returned.
Custodia Sanguineus
A single bodily change caused by exposure to daemons and the Warp are contained by these seals. The wearer immediately reverts to their previous form.
Custodia Colericus
For maladies of the mind, the Custodia Colericus seal must be applied, each seal preventing the manifestation of one Mental Disorder.
Receiving Purity Seals
Although the rites and techniques used to make the most common Purity Seals is known to most ranking clerics, many others jealously guard the secrets to manufacturing the more esoteric protections. Selling benedictions is an important source of revenue for the Imperial Cult and the money gained from sought after Purity Seals when used to fund missions and new buildings reflects well on the bishop who spends it. Moreover, the ability to create these blessings shows that Emporer’s light shines upon the creator, bringing prestige many are unwilling to share.
In game terms, this means that Purity Seals have a rarity just as other items do, as well as a price that must be donated to the cult. Finding a particular type of Seal requires an Inquiry roll,with a bonus if the seeker has a relevant Peer Talent. Peer (Adeptus Arbites) grants +10%, Peer (Inquisition) or Peer (Adeptus Astartes) grants +20% and Peer (Ecclesiarchy) grants +30%.
Each seal is crafted to best protect the soul of he who will wear it, and as such they may not be transferred between characters. And if the blessed wax affixing the seal is ever broken, not only is the protection of the seal destroyed, but there are those who whisper that the Emperor himself becomes displeased, withdrawing his favour from the servant who failed to protect his benediction.
Men declared excommunicate by the Ecclesiarchy or the Inquisition are unfit to wear the Emperor’s seals. Although being excommunicated does not prevent existing seals working, clerics who know of the declaration will refuse to create Purity Seals for such characters and many will see it as their holy duty to bring down those who do not immediately cast off their symbols of purity and seek atonement for their sins.
Craftsmanship Modifications - Weapons and Armor
Good Craftsmanship
Weapons, Armour, and Items of Good Craftsmanship tend to have distinctive branding names called their Pattern.
The Pattern Name is usually derived from either where the item is manufactured (Mars, Lathe, Armageddon), the manufacturer (Hax-Orthotic, Sollex, Belosco), or named
after the one who discovered the STC or successfully petitioned the Temples of Mars to sanction alterations to an already consecrated pattern.
*Items: Boost their characteristic bonus by +5 or some other minor boost in performance and reliability. Not all items will need to follow the naming conventions
*Weapons: Choose one new Downgrade Trait from the Downgrade Traits List. Likewise, one Upgrade may be selected from the Upgrade Traits list to balance it out.
*Armour: Increases it's AP by one for the first hit taken each round.
*Servants and Services: Reliable and will make all service related tests against a Characteristic of 40 higher.
Best Quality
Best Quality items, Armour, and Weapons not only follow the naming convention of the Good Quality versions but they must also receive a Unique Name which they had been given at some point in time during their long and luminous service. The player must also create it's back-story explaining what makes it such a magnificent item.
*Items: Boost their characteristic bonus by +10 or, generally see a marked over-all improvement in performance.
*Weapons: One new Upgrade trait may be taken. In addition the option to choose one Downgrade Trait from the Downgrade Traits List with a second Upgrade selected from the Upgrade Traits list is available.
*Armour: Only weigh Half as much as it normally should and it's AP would be permanently raised by 1.
*Servants and Services: The best money can buy All Characteristic Tests in performance of their duties are used against a characteristic of 50.
UPGRADE TRAITS:MELEE
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•Accurate: +10 to hit on Aimed shot, +1d10 damage for every 2DOS
•Balanced: +10 to parry
•Combi: Combines another different weapon with the original
•Concussive: The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down
•Customisable: Weapon may take any upgrades as long as purchased for it
•Deadly: Base Damage is increased by 2
•Defensive: +15 to parry / -10WS to attack
•Flexible: Cannot be parried
•Felling (x): Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x2) and would reduce the benefits of Unnatural Toughness (x3) by one multiplier
•Fast: -20 to enemy to parry or dodge
•Gene-Locked: Weapon will only function in it's owners hand
•Lightweight: Weapon weight is halved
•Powerful: Base Pen is increased by 2
•Power Field: When used to Parry has a 75% chance to destroy opponents weapon
•Razor Shap: The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon’s Penetration.
•Shocking: Weapon can stun opponent
•Snare: If used no damage is caused. On a successful hit opponent makes an Agi test or is immobilised. Str/Agi test at beginning of round in order to burst free or is considered helpless.
•Tearing: Weapon gains the Tearing quality
•Toxic: Weapon gains the Toxic quality
•Twin-Linked: Full Action Single attack, Every 2DoS = One extra Hit, +20WS
•Work of Art: +10 to Fel tests, Appears Ceremonial in nature
UPGRADE TRAITS:BALLISTIC
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•Accurate: +10 to hit on Aimed shot, +1d10 damage for every 2DOS
•Combi: Combines another different weapon with the original
•Compact: Halves weight, clip, range, -20 to discover when hidden
•Concussive: The weapon causes a barrage of sound and force upon impact. When you strike an opponent with a Concussive weapon, he must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down
•Customised: Halves reload time
•Customisable: Weapon may take any upgrades as long as purchased for it
•Deadly: Base Damage is increased by 2
•Extended Clip: Ammo capacity raised by 50%
•Far Reaching: Range is increased by 50%
•Felling (x): Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x2) and would reduce the benefits of Unnatural Toughness (x3) by one multiplier
•Gene-Locked: Weapon will only function in it's owners hand
•Lightweight: Weapon weight is halved
•Powerful: Base Pen is increased by 2
•Razor Shap: The shearing edge of this weapon can glide through the most advanced armour as though it were primitive tin. When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon’s Penetration.
•Reliable: Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed. Otherwise, it just misses as normal
•Scatter: The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank Range, every two degrees of success indicates another hit. However, at longer ranges this spread of small projectiles reduces its effectiveness. Double all Armour Points against hits from Scatter weapons at Long or Extreme Range.
•Well Machined: Treat Jams as misses
•Recharge: Weapon can only attack every other round
•Scatter: Weapon gains the Scatter quality
•Shocking: Shocking weapons can stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon after Armour and Toughness Bonus must make a Toughness Test. He receives a +10 bonus for every Armour Point on the location hit. If he fails, he is Stunned for a number of Rounds equal to half the Damage he suffered.
•Storm: Weapon gains the Storm quality (double hits for for every normal hit)
•Tearing: Weapon gains the Tearing quality
•Toxic: Weapon gains the Toxic quality
•Twin-Linked: Weight doubled, Uses Double Ammuntion, Double Reload, 2DOS = One additional hit, +20BS
•Volatile: Volatile matter is charged with potential energy, and reacts violently on a solid hit. If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs
automatically, dealing another 1d10 points of Damage. If the second roll results in 10, further Damage is possible (see Righteous Fury).
•Work of Art: +10 to Fel tests / Appears Ceremonial in nature
DOWNGRADE TRAITS:MELEE
•Defensive: +15 to parry / -10WS to attack
•Inaccurate: Weapon gains no bonus for the aim action
•Low Damage: Weapon suffers a -2 to dmg
•Primitive: Modern armour's AP counts as double against it
•Unbalanced: Weapon suffers a -10 to parry.
•Unwieldy: Weapon cannot be used to parry
•Heavy: Double Weight, Weapon requires Strength bonus of 4+ to use without a -10 penalty
•Slow: Weapon may not be used with Swift Attack or Lightning Attack
•Two-Handed: Weapon must be used Two-Handed
DOWNGRADE TRAITS:BALLISTIC
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•Complex: Doubles reload time
•Inaccurate: Weapon gains no bonus for the aim action
•Low Damage: Weapon suffers a -2 to dmg
•Overheats: Overheats on an attack roll of 95+
•Primitive: Modern armour's AP counts as double against it
•Recharge: Weapon can only fire every other round.
•Small Capacity: Weapons ammo capacity is reduced by half
•Unreliable: Weapon Jams on 91 or higher.
•Unstable: Weapon gains the Unstable trait (Every hit roll a d10, 1-=1/2 Dam, 5-9=Normal Dam, 10=Double Dam)
Rules
(1) You cannot take opposites ( ie taking the Deadly trait AND the Low Damage trait ) since these would cancel each other out and be a waste of time
(2) You cannot take more than 3 Total downgrades/upgrades for a BQ weapon. The limits are worded precisely for a reason.
(3) Each upgrade you take will increase both the cost AND difficulty of making/modifying or finding someone who can do so for the weapon in question
(4) For simplicity sake when modifying an existing weapon you are granted (free of charge) the weapons base traits ( such as accurate for a long las) that do not count towards the total modifications you want to make…these listed with the weapon are a part of its basic design ( unless you wanted to remove them)
Item Quality Modifications
While the prices for items of different quality are given in the equipment section of Dark Heresy, the rules as written only provide rules for higher and lower quality weapons, armour, cyberware and a random assortment of other miscellaneous gear. The reason for this bias is pretty simple - every weapon is used for attacking and every armour is used to prevent attacks - meaning that one quality rule can be almost universally applied. This isn't the case for other equipment and tools, which have many purposes (and critically, many game mechanics).
In an attempt to remedy this, allow characters a greater degree of gear personalisation and give GMs interesting items they can sprinkle into adventures, I've put together some beginning rules for item qualities. The basic principle behind these rules is that there are a number of ways an item can be superior (or inferior) to its kin, and during the design of an item you would choose one of these categories to focus on. Theoretically these qualities could also be used on weapons, armour and cyberware as well, in which case they would replace the usual quality effects.
Obviously a degree of sense is required when assigning these characteristics (for example, Alleviation is no benefit if the item doesn't inflict a penalty), I'd also advise GM involvement as being essential to the process, both to ensure that the resulting item makes sense and that any flaws the item have are likely to crop up in game (for example, items which provide penalties to skills the character never uses should be a no-no, as should doubling the weight of small, light items with high price tags such as Refractor fields).
The cost of these items is as the recommended costs in the main rulebook:
Good quality - 3x listed cost
Best quality - 10x listed cost
Poor quality - 0.5x listed cost
Weight
Good - The item is lighter then a standard model of its type, possibly due to more efficient design, the removal of superfluous ornamentation or the use of refined materials. The items weight is halved.
Example - The cat-burglar Drake isn't exactly the heaviest-built of individuals, so one of his most valued tools for safe-cracking is his portable las-cutter, as it doesn't weigh him down too much when he's rappelling from roof to roof. This Good-quality lascutter weighs only 2kg.
Best - The item is significantly lighter than a standard model of its type, due to further perfection of the above methods or possibly even limited use of suspensor technology. The items weight is quartered, and if appropriate it gains the Concealable attribute.
Example - The noble Callidon has an impressive trick hidden up his sleeve to escape a possible assassination attempt, a masterfully constructed micro-jump pack! This Best-quality jump pack weighs a mere 6kg and can be concealed under heavy robes.
Poor - The item is a good deal heavier than others of its kin, due to inefficient design, excessive ornamentation or the use of crude materials. The items weight is doubled.
Example - The training sword owned by the Moritat assassin Isabella is cored with lead and a huge burden to move and wield, designed as it is build muscle tone and strength. This Poor-quality Great sword weighs an impressive 14kg.
Purpose
Good - The item excels at its given purpose, due to increased sophistication of design, the fine tuning of former owners or the handiwork of a skilled craftsman. The item increases the skill bonus it provides by +5%.
Example - The arch heretic Eli stole this treasured unholy tome from the Pilgrims of Hayte, earning their wrath in order to enhance his personal study of the dark arts. This Good-quality Malefic Codex provides a +15% bonus to Forbidden Lore (Daemonology) when used.
Best - The item is a near-perfect example of its type, being the work of a master craftsman or even an intact relic of the glorious past of the Imperium. The item increases the skill bonus it provides by +10%.
Example - The assassin Nicodemus has been presented with a masterwork optical Auspex by his sponsor as the first stage of his secret initiation into Temple Vindicare. This Best-quality Auspex provides him with +30% to Awareness tests.
Poor - The item is a shoddy example of its kind, possibly due to primitive design, inexpert construction or simple wear and tear. The item halves the skill bonus it provides.
Example - The Cameleoline cloak salvaged from a battlefield by the psyker Novus is more holes than cloak these days, but it still makes him less of a target than his escorts. This Poor-quality Cameleoline cloak only provides a +10 to Concealment.
Reliability
Good - The item is a trusty friend, being of a sufficiently high construction standard or possessed of a remarkable robustness that it keeps working through the harshest conditions. The item gains a version of the Reliable quality - whenever circumstance or damage would dictate it stops working, it only does so on the roll of a 10 on one die.
Example - Lieutenant Kar's Chrono has served with her on many campaigns, and she has always been grateful for knowing the time that, for example, the artillery barrage is going to land. This Good-quality Chrono has the Reliable quality as described above.
Best - The item is timeless, being constructed of materials and methods so advanced it is practically indestructible, or perhaps even able to repair itself if damaged. The item always operates perfectly, no matter the environment or situation.
Example - The Mechanicus servitor-weapon 'Subject XI' has an implanted recording device, crafted by the masters of the Mechanicus to keep transmitting no matter what resistance it runs into. This Best-quality Pict-recorder has no chance of malfunction as described above.
Poor - The item is a jury-rigged nightmare, annoyingly finicky in operation or sufficiently damaged that it is on its last legs. The item only has a 50% chance of working every time it is used, and anything that has a chance of causing it to stop working automatically does so.
Example - The hiver 'Rat' got her infra-red goggles from the crushed helmet of a stormtrooper who never returned from his expedition to the underhive. Amazingly, they do still actually work from time to time. These Poor-quality Infra-red goggles are unreliable as described above.
Utility
Good - The item has a purpose other than that it appears to have been constructed for, due to a well hidden secondary function, a broadened range of operation or simply a handy trick you can do with that the creator probably never conceived of. The item adds +5% skill bonus to a skill other than that it already assists (or any skill if it doesn't provide a bonus).
Example - The Arbitrator Caidis has a unique auspex customised for her by a blackmailed Techpriest, which is capable of tracking the heart rate of scanned subjects This Good-quality auspex provides a +5% bonus to Scrutiny tests in addition to its standard uses.
Best - The item is truly multi-purpose in design and construction, having a whole suite of secondary functions, a secondary primary function or some other example of expert miniaturisation or concealment. The item adds +5% skill bonus to two different skills or it operates as a whole different piece of equipment when needed (which could even be a weapon).
Example - For an infiltration mission on a feudal world, the Gunmetal city scum Kal commissioned a special crossbow with a gun concealed within the stock. This Best-quality crossbow can also be used as a compact autogun when required.
Poor - The item is sufficiently bulky, noisy, obvious or disruptive in some other way that bearing it causes problems. The item gives a -10% penalty to a skill other than that it assists (or any skill if it doesn't provide a bonus).
Example - Sergeant Gilbear's respirator has been through more than a few wars, it still protects him from gases, but mechanically grates the noise of his breathing when it is in use. This Poor-quality Respirator inflicts a -10% penalty to Silent Move when in use.
Reputation
Good - The item is either remarkably impressive in its construction, possessed of unique artistic quality or simply a famous example of its kind. The item provides a +5% bonus to Fellowship when interacting with a certain social group (which should be relevant to the item and roughly analogous to those covered by the Peer talent).
Example - The Templar Lethe wears the distinctive iron mask and black bodyglove of her order, marking her as a proficient psyker and warrior. This Good-quality clothing provides her with +5% Fellowship when dealing with psykers.
Best - The item is a true work of art or craft, or an item of remarkable fame and historical importance. The item provides a +10% bonus to Fellowship when interacting with a certain social group, or +5% bonus which is universally applicable.
Example - The assassin Ruby was presented with a stone seal by the Black Templars in recognition of her service to them during a joint mission. This Best-quality Charm provides her with +10% Fellowship when dealing with the Adeptus Astartes.
Poor - The item is visually offensive, has an ill reputation or is of clearly xenos manufacture. The item gives a -10% penalty to Fellowship in any situation the GM deems could be negatively affected by this.
Example - The Battle psyker Isha retrieves a power sword from her the body of a fallen dark eldar. As potent as this weapon is, it is clearly a weapon of evil design and purpose. This Poor-quality power sword gives a -10% penalty Fellowship in any situation where it could be a problem.
Alleviation
Good - The item has been specifically designed, crafted or customised to ensure that it isn't as disruptive, inhibiting and tiresome to use as most of its kind. Any penalties the item provides are reduced by -5%.
Example - The Tech-priest Lazarus outfits a favoured servant with a Mining Helot Augmetic. Concerned about making his minion too uncoordinated, he constructs a superior model. This Good-quality Mining Helot Augmetic provides +10 Strength and Toughness, but only -5 Agility.
Best - The item has clearly been constructed around overcoming its weaknesses, entirely remodelled by a former user to this effect or just inexplicably does not possess them. Any penalties the item provides are reduced by -10% or halved, whichever is higher.
Example - As preparation for her time spent serving the Holy Inquisition, Battle Sister Venus is presented with a special suit of armour designed to let her operate with more finesse. This Best-quality Power armour only provides a -15% penalty to Concealment and Silent move.
Poor - The item is utterly flawed, due to the fatigue of the years, construction by a half-skilled reclaimator or a bodged attempt at customisation. Any penalty the item provides is doubled.
Example - The Adept Kaltos recovered his Ocular Catechizer from a destroyed Administratrum facility. It operates well enough, but gives him crippling headaches when he uses it for too long. This Poor-quality Ocular Catechizer inflicts 2 fatigue levels whenever it suffers feedback.
Specialisation
Good - The item has been meticulously crafted with a specific, limited function in mind. While able to perform the functions of a standard item of its type well enough, it truly excels in one area. The item increases the skill bonus it provides by +10%, but only when used to for a suitably narrow specified task, application or situation.
Example - Sister Ananael is one of the finest doctors of the Adeptus Sororitas, especially at combating the scourge of disease. Through her many years of service, Ananael has supplemented her Medikit with proven remedies and tools. This Good-quality Medikit provides an additional +10% to Medicae when treating disease.
Best - The item is almost without equal in its area of focus, perhaps being the handiwork of a remarkably focused Magos or a supremely specialised tool from the glorious past of the Imperium. The item increases the skill bonus it provides by +20%, but only when used to for a suitably narrow specified task, application or situation.
Example - Tech-priest Agares inherits the great responsibility to lead the maintenance of a Shadowsword battle tank, and with this he also inherits the exquisite tools used by his predecessors through the generations. This Best-quality Toolkit provides an additional +20% to Tech-use when used to operate, repair or maintain vehicles.
Poor - The item is clearly a shoddily constructed or severely damaged version of a standard item; it is only able to manage a single function out of what would otherwise be a whole range of abilities. The item only provides its usual skill bonus when used to for a suitably narrow specified task, application or situation.
Example - Scratch-built auspexes like the one possessed by war-worlder Jove would make a Tech-priest balk, but Jove is of the opinion that knowing about an imminent rad-zone before blundering in to it is worth the risk. This Poor-quality Auspex can only be used to scan for radiation, providing the usual bonus when doing so.
Optional rule – Combining qualities
It is possible to create even more personalised and unique items by combining two or more of these qualities together. For the purposes of this I’d recommend that two Good abilities are treated as being equivalent to one Best ability, and each Poor ability cancels out one Good ability. For calculating the final cost of said item, I’d recommend that an non-cancelled multipliers are added together to determine the final cost (bearing in mind that two Good abilities should be treated as a Best ability in terms of cost). So an item with a Best quality and a Good quality would be 13x listed cost, and an item with four Good qualities would be 20x listed cost.
//Example – Inquisitor Ezekial believes that a cabal of cultists are operating out of a network of subterranean bunkers and tunnels on the jungle world of Sonneillon. He commands the Magi of the Hippocrasian Agglomeration to provide him with a tool suitable to find these deviants, and the Magi are happy to assist (secretly fearing that refusal may draw down an investigation which could bring to light their convert sponsorship of a faction within the Logicians). With great reverence they present the Inquisition with stewardship of the Eye of the Earth, and ancient and semi-mystical device used by the Explorator fleets to judge which worlds are suitable to become Forge worlds.
The Eye of the Earth is a Best+ quality Auspex, it is somewhat bulky to move (Poor-quality Weight) but a peerless auspex (Best-quality Purpose). The ancient machine spirit within is known to occasionally fail to respond to the requests of unworthy users (Poor-quality Reliability) but is nevertheless held in great reverence by the Adeptus Mechanicus (Best-quality Reputation (Mechanicus)). The Eye is specifically tuned to detect the slightest presence of minerals and metals (Best-quality Specialisation) and can even provide survey information of how the minerals could be extracted most expediently (Best-quality Utility (Trade: Miner)). Finally, if the Eye was ever capable of looking for other than minerals then the knowledge of how to adjust its gaze has been lost (Poor-quality Specialisation (Only minerals and metals)).
Mechanically, the Eye of Earth weighs twice as much as a standard auspex, only works 50% of the time and is only capable of scanning for minerals and metals. However, it provides an impressive +50% to Tech-use to scan for these, as well as a +10% to Trade: Miner to subsequently mine them. Possession of the Eye marks the wielder as favoured of the Adeptus Mechanicus, provided a +10% Fellowship in dealings with them. The value of this relic, if the good Inquisitor decided to sell it for some reason, is 23x the listed value of an auspex (4 Best abilities and 3 Poor abilities).
All in all, things don’t look good for the continued security of the cultist’s hidden base…//