Regeln, Fluff und Co
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Hausregeln etc.

Donnerstag 5. Januar 2017, 20:34

New Chapter: Black Dragons
Code:
Toughness +5, (WS oder S oder WP, steht noch nicht fest) +5

Black Dragons Chapter Advances
Intimidate/+10/+20 200/200/200
Lore: Forbidden (The Inquisition)/+10/+20 400/400/400
Lore: Forbidden (Mutants)/+10/+20 200/200/200
Battle Rage 400
Duty Unto Death 800
Flesh Render 500
Frenzy 400
Hardy 400
Iron Jaw 400
Mental Rage 800
Paranoia 500
Stalwart Defence 800

Solo Mode Ability: Bless the Curse (Carnage - Carcharodons)
Squad Mode Attack Pattern: Fire and Bone (Tooth and Nail - Space Wolves)
Squad Mode Defensive Pattern: Name steht noch nicht fest (Protect the Fallen - Marine's Errant)

New Deed:
Dragon's Claw (0 xp)
Prerequisite: Black Dragon
Gain: Natural Weapon: Bone Claws (1d10+3+SB R, Pen 3, Tearing, Razor Sharp), Rival (Inquisition), Enemy (Inquisition (Ordo Malleus))


New Chapter: Lamenters
Code:
Lamenters
+5 WP, Free Talent: Paranoia
-1 Cohesion (-2 if Leader), penalty reduced by 1 for each successful mission

Chapter Advances
Unbowed and Unbroken (Req Fel 40) - 800 XP
Pilot Spacecraft / +10 / +20 - 100 / 200 / 300 XP
Navigation (Stellar) / +10 / +20 - 100 / 200 / 300 XP
Tactics (Void Combat) / +10 / +20 - 200 / 300 / 400 XP
Double Team - 200 XP
Survival / +10 / +20 - 200 / 300 / 400 XP

Solo Mode Ability: Once per session, can't be attacked in 1st round of combat. (Passive) Rank 4: 2x per session. Rank 6: 2 rounds
Squad Mode Attack Pattern: Fury of Sanguinius (Blood Angels)
Squad Mode Defensive Pattern: Shield and Sword (Storm Wardens)

Primarch's Curse:
Rank 1: Can not get any benefits from a Charm
Rank 2: Will be hit by more negative events compared to teammates
Rank 3: GM may declare one of your successful rolls as failed with 0 degrees of failure, once per session.


New Chapter: Son's of Antaeus
Code:
Skills
Chem Use/+10/+20               200/300/400
Scholastic Lore (Chymistry or Astromancy or Legend)/+10/+20   200/300/400
Forbidden Lore (Traitor Legions)/+10/+20         200/300/400
Navigation (Stellar)/+10/+20               200/300/400

Talents
Hatred (Tyranids)               500
Iron Jaw                  300

Automatic:
T +5 and Resistance (Poisons)

Psychic Powers:
Blood Angels: Blood Lance (Toxic Lance)
Red Scorpions: Word of the Codex Astartes
Marine's Errant abgewandelt auf Gift: Void Hammer
Codex abgewandelt auf Gift: Vortex der Verdammnis

Solo Mode:
Black Templars: No Respite, No Forgiveness
Anpassung: Ab Rank 1, dafür keine Penalty. Basisvariante ab Rank 3

Squad Mode Attack Pattern:
Iron Hands: Ruthless Advance

Squad Mode Defensive Pattern:
Blood Angels: Feel No Pain

Modified Armour Table

1-2 Mk 3
3-5 Mk 4
6-9 Mk 5
10  Mk 6


New Elite Advance: Deathwatch Techxorcist
Code:
Elite Advance: Deathwatch Techxorcist

Requirements: Deathwatch Techmarine, Rank 4+, Peer (Adeptus Mechanicus)
Cost: 3000 XP

Standard Issue Wargear: Artificer Armour, Hesh-Pattern Bolter, One Mechadendrite (any)

Special Ability: Calming Presence: All machine spirits feel slightly more at ease in the Techxorcists presence. This grants +10 to Tech Use when interacting with machine spirits, as well as one of the following boni each mission, as his armour is slightly more attuned to him (choose at Oath-Taking):
* +3 WS
* +3 BS
* +3 Dodge
* +1 Initiative

Advances:
Techxorcism¹: 500 XP
Common Lore: Tech: 200 XP
Common Lore: Tech +10: 300 XP
Common Lore: Tech +20: 400 XP
Exotic Weapon Training (Techxorcism Weapons): 400 XP
Signature Wargear (Any one Techxorcism Weapon): 500 XP
Mechadendrite Use (any): 300 XP
Rite of Pure Thought: 800 XP
Master Engineseer: 800 XP

¹New Talent: Techxorcism: Requirements: Common Lore: Tech, Rite of Pure Thought OR Master Engineseer
The Techxorcist can try to commune with and heal machine spirits others would see as irredeemably lost. It allows him to perform a ritual that requires 2d5 hours of time and a Tech-Use Test to commune with a corrupted machine spirit. The difficulty of this test is capped at -30, and the GM has final say if such a test is possible for any given machine spirit.


Hesh-Pattern Bolter (Rites of Battle): Basic, 50m, S/3/-, 1d10+9 X, Pen 4, Clip 28, Rld Full, Tearing, Accurate, Reliable, has Motion Predictor and Preysense Sight, counts as Master Craftsmanship (already calculated into the stats).

Techxorcism Gun (Rites of Battle): Basic, 80m, S/3/-, 1d10+4 E, Pen 4, Clip 30, Rld Full, Shocking. Whenever a player causes critical damage to a target with a techxorcism gun, roll on Haywire Field Effects (core 143). Ork technology is immune to the special effects of this weapon.

Techxorcism Rifle
Basic, 80m, S/-/4, 1d10+4 E, Pen 4, Clip 40, Rld Full, Haywire (1), Shocking, Ork technology is immune to the special effects of this weapon.

Techxorcism Cannon
Heavy, 120m, S/-/-, 2d10+6 E, Pen 6, Clip 20, Rld 2 Full, Blast (4), Haywire (4), Shocking, Ork technology is immune to the special effects of this weapon.

Donnerstag 5. Januar 2017, 20:34

Re: Hausregeln etc.

Donnerstag 5. Januar 2017, 20:39

New Astartes Force Weapons:
Astartes Force Axe 1d10+4 Pen 3 Unbalanced Special Req 25
Astartes Force Dagger (1d5+3 R, Pen 3, Force)
Astartes Force Rod (1d5 I, Pen 0, Force) [Quelle: Black Crusade]
Astartes Force Scythe (1d10+4, Pen 3, Unbalanced, Force) [Quelle: Black Crusade]

Unsere Version der Frag Grenades: 2d10+5 Pen0 Blast (5)

Re: Hausregeln etc.

Mittwoch 23. August 2017, 15:54

Nils, ich hab' dir da ne PN mit ein paar Fragen/Ideen geschickt ^^

Re: Hausregeln etc.

Mittwoch 23. August 2017, 16:32

Hab ich gesehen, bin ich aber noch nicht zu gekommen drüber nachzudenken. ^^

Re: Hausregeln etc.

Donnerstag 24. August 2017, 12:37

Ok, hat keine Eile, das meiste muss eh noch etwas fertig gären ;) :D
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