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Excel based Character Sheet


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#861 Darth Smeg

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Posted 27 November 2014 - 02:02 AM

I know it's been mentioned, and probably forgotten, but I'll repeat it here nonetheless:

 

Think you could add the Ork "Kustom Jobz" from Hostile Acquisitions to the weapon upgrades?


Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#862 Memetix

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Posted 29 November 2014 - 02:48 AM

I know it's been mentioned, and probably forgotten, but I'll repeat it here nonetheless:

 

Think you could add the Ork "Kustom Jobz" from Hostile Acquisitions to the weapon upgrades?

 

That is one of the few books I don't have access to. If you can tell me what the upgrade does I can give it a go!



#863 Darth Smeg

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Posted 29 November 2014 - 04:43 AM

Kustom Jobz

Ork Mekboyz are nothing if not imaginative, capable of creating all manner of strange devices and bizarre modifications.

 

An Ork with the Trade (Armourer) Skill may upgrade weapons by making a successful test. It is important to note that Ork weapons cannot be given human upgrades (see Rogue Trader , Table 5-9: Weapon Upgrades, page 133). At the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human weapons and "orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork weapon. (If a GM has Into the Storm, he can use the Ork Armoury to help with this).

Blasta
The weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality.
Upgrades: Any ranged weapon that deals Impact damage.

Ekstra barrulz
An additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls made with the weapon.
Upgrades: Any ranged weapon capable of full–auto fire.

Ekstra rippy
Chains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by 1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.
Upgrades: Any melee weapon.

Ekstra kaboom
Explosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type becomes Explosive and it gains the Tearing Quality.
Upgrades: Any ranged weapon.

More dakka
A clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds of ammo, but could only score six hits.
Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.

Skatta kannon
Rather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is halved, and the damage type becomes Rending. In addition, it gains the Scatter quality.
Upgrades: Any ranged weapon that deals Impact damage.

Zappy gubbinz
A strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2.
A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains the Overheats and Unstable Qualities.
Upgrades: Any weapon.


Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#864 Darth Smeg

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Posted 29 November 2014 - 04:46 AM

Note also that craftsmanship modifiers are different for Ork weapons. I understand if you do not want to implement that, as I think it might be a little tricky?

 

Into the Storm, p142:

ORK KRAFTSMANSHIP

The Ork weapons presented in this chapter are of Common craftsmanship. Though the universally crude appearance of Ork technology would suggest otherwise, Ork weapons do possess varying degrees of craftsmanship. The difference between one shoota and another has as much to do with the skill and mad inspiration of the Mek who created it as it does with the constant tinkering the weapon has been subjected to over years of regular use. As a general rule, Orks suscribe to the belief that bigger always equates to better, and the efficacy of massive Kustom Shootas in the hands of Ork Nobz would suggest that in their case, this is true. The Craftsmanship ratings below replace those found in Rogue Trader when dealing with Ork weapons.

 

Poor: Little more than an assemblage of scrap metal, Poor craftsmanship weapons suffer no additional penalties when wielded by Orks. However, any attempt by a non-Ork to use a Poor craftsmanship weapon causes it to jam instantly, or in the case of melee weapons, simply fall apart. A Poor craftsmanship Ork weapons weighs .5 kg less than the listed weight.

 

Good: Examples of more sturdy construction, Good craftsmanship weapons are bedecked with extra “flash.” Though they are no more reliable than their Common counterparts, retaining the Unreliable quality, Good quality weapons grant a +5 bonus to all Ballistic and Weapons Skill Tests. Good craftsmanship weapons weigh .5 kg more than the listed weight.

 

Best: The biggest and most effective examples of Ork armaments, Best craftsmanship weapons bristle with “flash bitz” and “gubbins.” Best quality weapons have all the advantages of Good weapons, inflict 1 additional Damage, and automatically possess one Kustom Bit (see Table 3-19: Kustom Bitz, page 145). Best craftsmanship weapons weigh 1 kg more than their listed weight. 


Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#865 el Superbeasto

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Posted 03 December 2014 - 06:52 AM

Hi,

I'm quite new to this game - and to using this generator - so the mistake may be mine, but it seems that when choosing the career Navigator and choosing Renegade House, the generator forgets to add 1d5 Insanity points (which should be added according to Unchecked Mutation p. 178). Is it just me, or is this a mistake?

 

Cheers and thanks for the work you've put into creating this generator!   :)






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