Other Gear
From Heresypedia
Gear and items named in italics are not part of Warhammer 40,000 canon; they are either fan-created originals or conversions from another fictional universe.
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[edit] Drugs and Consumables
[edit] Barrage (Drug)
A particularly nasty combat drug, Barrage turns its users into nigh-unstoppable killing machines, but simultaneously destroys the user's body tissues. Such is Barrage's toxicity that even a single dose can turn a healthy and virile man into a crippled, gibbering wreck. A dose of Barrage lasts for 1d10 rounds. During this time, the user doubles his Weapon Skill and gains the Unnatural Strength (x2), Unnatural Toughness (x2), and Unnatural Agility (x2) Traits. However, at the end of each Round the drug is active, the user permanently reduces all of his Characteristics by 1d5.
[edit] Psychon (Drug)
A common Penal Legion combat drug, Psychon stimulates the human brainstem, increasing physical strength and toughness through adrenal surges, but making rational planning and forethought considerably more difficult. A dose of Psychon lasts 1d10 minutes. During this time, the character increases his Strength and Toughness characteristics by 1d10 and counts as being Frenzied.
[edit] Reflex (Drug)
Similar to 'Slaught, Reflex (appropriately enough) boosts the user's reflexes and reaction time, but has a detrimental effect on the user's strength of mind. A dose of Reflex lasts for 2d10 minutes. During this time, the user benefits from having the Lightning Reflexes and Rapid Reaction Talents, but also halves his Willpower.
[edit] Spur (Drug)
Spur is an immensely powerful stimulant that provides the user with a burst of energy and physical power at the cost of ravaging his body. A dose of Spur lasts for 1d10 Rounds; during this time, the user increases his Strength and Agility characteristics by +15. Each round the drug is active, the user must successfully Test Toughness or else take 1d5 I Damage to the Body, without reduction for armor or Toughness Bonus.
[edit] Poisons
Poisons and toxins are substances that attack the body's natural systems causing harm. There are endless varieties of poisonous substances within the Calixis Sector; from natural venoms to toxic pollutants that can kill as quickly and surely as any blade. In game terms, poisons and toxins are divided into three factors; their speed, their strength and their effect.
[edit] Rules
The following has been copied from the official Dark Heresy GM Screen.
[edit] Speed
Speed defines how quickly the poison will enter the victim's system.
Instant: the poisons effects occur as soon as the victim is exposed; venoms and poisoned-attacks operate at this speed unless noted.
Swift: the effects of the poison will occur 1d5 hours after exposure; includes subtle poisons such as those favoured by assassins to taint food.
Slow: the effects of the poison will occur 1d5 days after exposure; includes environmental poisons and taints.
[edit] Strength
In order for the poison to take effect, the victim must fail a Toughness Test. The strength of the poison is the modifier to this Test. Some relatively weak poisons will provide a bonus rather than a penalty to the Test. Note that "-" denotes that the poison has no Toughness Test modifier.
[edit] Effect
Poisons are grouped into four types of effect; however numerous "more unique" effects are also possible.
Lethal: these poisons cause harm by directly attacking the body's functions; damaging the nervous system, causing cardiac arrest, etc. The victim suffers 1d10 temporary Toughness Damage plus a further 1d10 per degree of failure. if reduced to "0" Toughness they will die unless they receive immediate medical help (or burn a Fate Point to avoid such a demise). Additionally, if more than half the victim's Toughness is lost they will also become comatose for 1d5 hours.
Paralytic: these poisons paralyse the musculature, rendering the victim immobile or helpless without rendering them unconscious. The victim suffers 1d10 temporary Strength damage plus a further 1d10 per degree of failure. If reduced to "0" Strength they are completely paralysed and unable to act. This paralysis and Strength Damage wears off in 2d5 minus the victim's Toughness Bonus in hours.
Sedative: these poisons incapacitate and render the victim unconscious. Those failing the Toughness Test are Stunned for 1d10 minutes, however, if the Test is failed by 3 or more degrees the victim falls unconscious for 1d5 hours.
Necrotic: these poisons cause localised damage to the body by corroding or otherwise damaging tissue and cells. Many acids and industrial pollutants cause damage this way, as do many natural types of venom intended to liquefy and digest flesh. Victims failing a Toughness Test against this form of poison suffer a variable amount of extra Damage to their Wounds (usually 1d10) with no reduction for armour or Toughness Bonus.
[edit] Orky Gear
[edit] Kustom Force Field
- Weighs 25kg. Costs 50 Teef. This Item can only be created with Assemble Gubbins (Weapons) or Assemble Gubbins (Bionikk) depending on it's layout.
- A Kustom Force Field gives 3 AP to everything within 6m of it (or the mek wearing it). This armor does stack with worn armor.
[edit] Git Finda
- 10 Teef. When worn, any weapon used loses its "Inaccurate" special rule.
[edit] Grot Assistant
- 25 Teef. Grot assistants are usually bought off a Runt Herder/Slaver/Master and can be used for any number of things. A grot can only be Assigned one job from the list below, so if you need multiple jobs done you have to buy multiple grots. If you do not have the Talent Beast Herding (Grot) or Wrangling then you can only have one(1) Grot Assistant.
- "Carry Dis" Grot - adds 100kg to maximum amount of gear that can be carried.
- Grot Orderly - allows a reroll of a failed Medicae test once per day
- Grot Oiler - allows a reroll of a failed Assemble Gubbins test once per day
- Spotter Grot - Adds +10% to the orks Ballistic Skill for one battle per day.
- Weird Grot - Keeps pyskers in line. Any time a perils of the warp should occur due to an ork pysker, you may elect to have the Weird Grot's head explode instead. The grot is dead and a new one must be purchased. No refunds.
[edit] Tools
[edit] Power generator
1500 TG, 20kg, Rare This tiny power plant provides energy for a lot of devices, and can be used to power Las weapons and power armors. They count as having an armor of 8 and 10 Hit Points. Crude devices explose when destroy, dealing 2d10+5 E damage in a 10 metres radius
[edit] Cogitator
[edit] Bionics
[edit] Cyber Comlink
| Name | Cost | Weight | Avail |
|---|---|---|---|
| Cyber Comlink | 500 | - | Scarce |
This devices works simillary to a micro bead, exept it's triggered by the mind only. It can be tuned to any frequency that way and its user doesn't have to say out loud what he wants to communicate. The user must succeed a challenging WP test if he wants to relay what he ears or listens to or if he wants to talk as he's saying something through the Cyber Comlink
A Cyber Comlink needs its owner to have a MIU to work properly.
[edit] Familiars and servants
See Complete article
[edit] Artifacts
[edit] STCs
[edit] Xenos Artifacts
[edit] Other Legendary Items
[edit] The Ansem Codex
This ancient text was supposedly penned in M36 and compiles the information a renowned Scholar Empyrean learned from a lifetime of studying the warp and its daemonic inhabitants, as well as chronicling his final descent into madness. A handful of copies have been made of The Ansem Codex, and can be found scattered throughout the galaxy, while the original is stored in a stasis vault at the Inquisitorial Palace on Scintilla to protect it from the ravages of time. While the original Ansem Codex is a priceless and heavily-guarded artifact, this is due solely to its age and historical significance; despite having been written by a powerful psyker on matters eldritch and daemonic, The Ansem Codex has been found to be surprisingly free of warp-taint, and is by all accounts simply a very old book.
Studying The Ansem Codex is an Arduous Investigation task that tests using the Literacy Skill (see Table 7-4: Investigation Benchmarks, Dark Heresy core rulebook p. 186). Upon completing this task, the character immediately gains 1d10 Insanity Points and the Forbidden Lore (Warp) and Forbidden Lore (Daemonology) Skills. If the character already possesses these Skills, he instead gains one level of Skill Mastery in both Forbidden Lore (Warp) and Forbidden Lore (Daemonology), up to the normal maximum of +20. At the GM's discretion, the character may also gain a +10 modifier to tests regarding certain specific daemonic entities, determined on a case-by-case basis. If a character has a copy of The Ansem Codex available to use as a reference, he gains a further +10 cumulative modifier to Forbidden Lore (Warp) and Forbidden Lore (Daemonology) Tests, provided he has time to look up the information he needs.
[edit] The Architect's Messages
Posted by TemhotaTech Strange mysterious Xenos artifacts. These odd devices have an strange ability to pychically scan the holder's mind and scan his or her own language so that it can show the report in the holder's language. These strange devices were left by a mysterious Xenos Psyker, from another universe, known only as Agrrin the Architect. This is the message from the first device. It details the Heartless, and Nobodies, and the Ansem Codex. "I have layed my eyes on that forbbiden book and i have to say the writer has learn some crucial details about the Heartless and Nobodies. But he has forgot some details about them. One example is that when a person's heart is consumed by the Heartless they don't stop existing. Instead they are sent to the Realm of Darkness and transformed into Heartless, a fate worse then Death indeed. There are 3 ways for a being to become a Heartless. The first way is to simply have their Heart devoured by Darkness, this simply transforms them into Heartless on the spot. The second process is for the being to be killed by a servant of Darkness, usually a Zeon or a Wayward Cultist. The Third is the most dreadful. If a being gives in to the darkness within his or her heart, by giving in to negative emotions such as fear, sadness, greed, envy, and hate, they will become a Heartless on the spot. The first 2 processes usually make weak Heartless, but the third ways generally makes very strong Heartless. The reason why a Heartless wasn't created on the spot when they first enter this universe was because the Plague of Darkness, the Psychic plague that is require to make Heartless, was not in effect. So instead of becoming Heartless on the spot, the poor souls who lost their hearts were sent to The Realm of Darkness. The Heartless the Imperium encounter back then were probabbly sent here by a stray dimensional rip. Since the Darkness has begun to invade this universe the Plague of Darkness has become active, and in a galaxy filled with only fear and hate, they is sure to be a massive Heartless incursion. I also notice that the person who wrote the Ansem codex had the same name and same physical appearnce, and even same title of the Ansem from my universe. Not surprsing. This universe is directly below my universe, and this Darkness is not the same one from my universe. He is an adult and has no human form. This isn't very surpsing, The Architects are said to be dealing with about 4 different Darknesses in 4 different universes. Apparently I got stuck with one of them. I guess it's now my job to help the people of this universe fight against it. My name is Aggrin, and I'am a Ohna. And I'am part of the Architects, and I shall be making my way across the Calixis Sector to find Ancient Alien Technology that belongs to a long-forgotten race known only as the Old Ones. That is all for this report."
