HERE IS DUNGEON CRUSADE CORE
BOOKMARKED VERSION
HERE IS THE IMPERIAL ASSAULT TIER DOCUMENT
BOOKMARKED VERSION
I know, I was going to work on the new and improved one with megacorps and a percentile system or Shadowrun system, and with zero (0) God-Emperors. But I still feel I need to improve my knowledge by watching/reading a bunch of proper source material first, to do it justice, and maybe play some Shadowrun so I can get a better grip of the system and see if it would be best to actually use that base engine.
Besides, people are playing DC1 right now, so there's still a purpose to fiddling with this one, even though everybody knows there are problems with "tanks as monsters", "firearms in d20", "If this flies at 500kph, that's roughly 500 squares per round, how big is this battlemap again?" and "orbital bombardments, go ahead, make that work, I dare you".
So first, from the other thread:
Twin-Linked:
A Twin-Linked weapon can re-roll Miss Chances caused by Concealment, treats all Cover less than full as one step worse (from the point of view of the defender) and in the case of effects which negate a given number of attacks, such as Mirror Images, will eliminate an additional such defence with every attack that would otherwise hit.
Example: somebody has enough Cover to get a bonus to Reflex Saves and Evasion. A Twin-Linked Heavy Flamer would tell them to go fuck themselves and negate their Evasion. A Twin-Linked Heavy Bolter fires a full salvo at someone with 5 Mirror Images. If a hit would only take out an Image, then two are removed. If the hit would actually tag the real target, then an Image is removed as well.
A weapon with the [Machine Spirit] tag is a Magic Weapon, with an Enhancement Bonus of +1 per 3 hit dice (round up).
Armour with the [Machine Spirit] tag is Magic Armour, with an Enhancement Bonus of +1 per 3 hit dice (round up).
A vehicle with the [Machine Spirit] tag applies [Machine Spirit] to its own weapons and Armour Bonus. A vehicle with an Awakened machine spirit can also pilot itself to a limited extent, able to start itself and perform basic actions that do not call for a specific Pilot test. It also grants any Pilot a Circumstance Bonus to Pilot checks equal to half their hit dice (round up).
If a character would receive a magic version of an item that already has the [Machine Spirit] tag, it now gains a Minor Magic Property of the relevant type.
[Machine Spirit] items can conceivably be crafted by characters with the relevant feats, though they would need to have the schematics (or STC - Standard Template Construct - in 40k terms) or a working model to examine and disassemble. [Machine Spirit] items are considered Magic Items for the purpose of things that interact with them (Abuse Magic Device skill, Detect Magic and so on).
A [Chain] weapon always has the [Machine Spirit] tag, and is treated as (and often actually made of) Adamantium. [Chain] weapons all have the Wounding property.
A [Power] weapon always has the [Machine Spirit] tag, sheds dim light, and resolves all attacks as Touch Attacks. Furthermore, they are treated as Adamantine for the purpose of overcoming Hardness and DR, and there is another effect dependent on the type of damage dealt:
-Bludgeoning: the weapon has a doubled Critical Multiplier.
-[/u]Piercing:[/u] any time the weapon damages someone, it deals 1 point of Constitution damage. This is multiplied on a Critical Hit.
-Slashing: the weapon has a doubled Critical Threat Range.
A weapon that deals multiple damage types only has one special effect: if it is Slashing and another type, treat it as Slashing. If it is Bludgeoning and Piercing, treat it as Bludgeoning. If all three, treat it as Slashing.
Power Fists: a Power Fist is worn as a gauntlet, but has to be manually set to low power mode in order to hold things without incinerating them. It grants an Enhancement Bonus to Strength as well as the attack and damage rolls, grants a Slam attack (base damage for a Medium creature is 1d8 + 2 * Strength Bonus in Bludgeoning damage), with a Critical Value of 20/x5 (after doubling from being a Power Weapon) but is too unwieldy to be used to make Attacks of Opportunity or Readied Attacks.
Power Maul: a Power Maul can be either a Mace, Maul or Warmace, and is a [Power] weapon. Furthermore, anyone it hits must make a Fortitude Save (Strength-based, +2 to the DC if used two-handed) or be Stunned for 1 round. Any given target only needs to attempt the save once per round.
Force Weapons: a Force Weapon is a weapon that is better in the hands of a Psyker. In almost all cases they are Power Weapons, and indeed if a melee weapon is a Force Weapon, it is also a Power Weapon. Held by a Psyker, the Enhancement Bonus applies to their Strength as well as to the weapon itself, and on any turn, they may use a Swift Action to make the weapon deal 2 points of Constitution damage with every hit. This is a Warp Charge 1 power. If they possess more than 10 hit dice, all hit point damage is also Vile Damage. If they have 15 or more hit dice, then as a Warp Charge 2 power, the weapon will kill anyone it hits who fails a Fortitude Save (Charisma-based). Any target need save only once per round.
Master Crafted Reach Weapons are improved such that they can be used against adjacent targets. Non-Reach Melee Weapons become able to be used as though one size larger or smaller for the purpose of benefiting from using a dagger two-handed, being able to use a greatsword one-handed with no penalty, or being able to use a longsword in a grapple.
Master Crafted Firearms are just that little bit more accurate and better at keeping that accuracy - and stopping power - for longer. All range increments/areas are increased by ten feet.
Blazing Maul: a Flaming Burst [Power] Warmace that actually sets foes on fire (Ref negates, Strength-based). Any given target need only save once per round.
Blessed Weapon: a Holy Relic Blade that grants an Enhancement Bonus to Wisdom as well and radiates a Light effect.
Burning Brazier: a Flaming [Power] Mace, Morning Star or Flail, anyone hit is set on fire if they fail a Ref save (Strength-based). Any given target need only save once per round. It also burns holy incense that causes all adjacent [Evil] Outsiders to be treated as Sickened. This ends when they leave the area.
Carcass Ammunition: this incendiary shot is dangerous both to the user and to the enemy - ideally, it's used in weapons with a low rate of fire to give it time to cool down and clear. One nice feature is that the ingredients are really simple, and available on most battlefields, allowing anyone to turn 10 shells of normal Scattershot or Solid Slugs into this with a Craft (Alchemy) check (DC 15). Fired as Scattershot, this changes the damage to 3d8 Fire damage, and those who fail the save catch fire. For Solid Slugs, the damage becomes 3d8 Fire damage, and the target catches fire if hit. Whenever such a weapon is fired, the wielder takes a point of Fire damage.
Centurion Armour: this armour is worn over Power Armour, connecting to it. As such, it changes the base value of the Power Armour to the following: Heavy Armour, AC +15, Max Dex +0, Penalty -10, ASF 500%, DR 30/Adamantine. The other traits of Power Armour are retained.
The character is Large while wearing it, and gains a +4 Size Bonus to Strength and Constitution but a -2 Size Penalty to Dexterity. There is a carapace-mounted hardpoint that typically has Frag Launchers, a Rocket Launcher, or a Hurricane Bolter. This can be fired as a purely mental action, either fired normally, or in addition to other weapons in a Full Attack. Concentrating on such requires the Swift Action also be used, not just a Full Round Action.
Chainfists: a Chainfist is a Power Fist with small, built-in chainsword blades designed for powerful thrusts that tear through armour. It is treated in all respects as a Power Fist, except it can also be used to make special thrusting attacks that have the [Chain] rule, deal Piercing damage (thus reducing the Critical value to 20/x3 and dealing Con damage), and when hitting a vehicle, deal damage to both Temporary HP and actual HP. When used in a Grapple, the Piercing version is always used.
Chameleoline: the Skill Bonus is now +1 per 2 hit dice (round up).
Cloak of Saint Aspira: this Cloak enhances the armour of the wearer, granting her a Shield Bonus to AC that scales with level (1, +1 per 3 hit dice, round up) and granting them an Enhancement Bonus to Charisma that scales with level. In either case it cannot be less than +4. They also gain an Enhancement Bonus to Damage Reduction equal to half their level (minimum +5), and are unharmed by radiation, poison, disease and bad weather.
Crozius Arcana: a Holy Axiomatic [Power] Mace or Warmace. The bearer does not provoke Attacks of Opportunity from people they threaten when casting Spells or Spell-Like Abilities.
Damnation Shell: these are extremely rare bullets, given out individually as needed. They are also deemed Heretech, seeing as daemons are trapped inside them, and their use is only ever sanctioned by Radical Inquisitors. They are typically designed for an Exitus Rifle, or for a Boltgun or Heavy Bolter. As a single round must be Hand-Loaded, that's the size of the clip before needing to reload. It has a Range Increment of 500 feet, and deals 100 Untyped points of damage. It then explodes in a burst of warp energy, creating an explosion out to a 20' radius. If the bullet misses, this explosion happens somewhere in the distance. Otherwise, it is centred on the target. All in the area suffer another 100 points of damage, with a Fortitude Save for half (DC 25), and suffer an Insanity effect (Will Negates, DC 25).
Darkfire Cannon: these huge things work on the same principles as Photon Thrusters - in fact, they're just bigger, that's all. The only differences are they are [Massive] Heavy Firearms, the base damage is 10d6, they have 500' Range Increments and those hit by them are completely Blind - and have Concealment against others - until the end of their turn, that's how much magical darkness hangs around them.
Eviscerator: a [Chain] [Power] Greatsword that adds three times the wielder's Strength Bonus to damage instead of "just" two times, and for every point of attack bonus sacrificed by Power Attack, it awards +4 damage instead of +2. This is too slow and unwieldy to make Attacks of Opportunity or Readied Attacks.
Grav-Augment: a fairly bulky device which is added to a Grav weapon, or worn as a backpack and then connected via a cable to a Grav weapon. This doubles the Battery size, increases the Save DC of the Gravity effect by +4, and causes the effect to last for two rounds on a failed saving throw.
Fire Wasp: these are bulky servitors designed for scouting out corridors and sweeping them of enemies in cramped conditions - hive worlds, space hulks, ruins and such. They have the following profile:
Medium Humanoid [Human, Mindless]
Str 16 Dex 8 Con 14 Int - Wis 8 Cha -
Hit Dice: 3d10+6 (22 HP)
BAB/Grapple: +3/+6
AC: 14 (+2 Natural, +3 Studded Leather Equivalent, -1 Dex)
-flat 14, touch 9
Fort +5 Ref +2 Will +0 (usually Immune)
-Bulging Biceps (Ex)
-Dead Flesh (Ex): Servitors add their Con Bonus as a Natural Armour Bonus to AC
-Nerve-Stapled (Ex)
-Damage Reduction 5/Magic
-Equipped with a Searchlight and a Heavy Flamer
-Scouting Protocols (Ex): whenever it doesn't have an order, the Fire Wasp just keeps moving, vaguely scouting out new areas and shining its light around. If it sees something it recognises as hostile, it opens fire.
Grav Cannon: Heavy, 200' range, touch attacks, Battery 10. If it hits the target, they take 1d10 Untyped damage, +1d10 if wearing Light Armour, +2d10 for Medium Armour, and +3d10 for Heavy Armour. If they have a Great Shield, another +1d10 is added, similarly each level of Encumbrance adds +1d10 damage. The target must then pass a DC 20 Fortitude Save (with a +2 bonus to the DC for every size category above Medium, or -2 to the DC for every size category below Medium) or be Prone and Staggered for 1 round. Any given target need only save against this once per round.
Grav Gun: Rapid Fire, 100' range, touch attacks, Battery 10. If it hits the target, they take 1d6 Untyped damage, +1d6 if wearing Light Armour, +2d6 for Medium Armour, and +3d6 for Heavy Armour. If they have a Great Shield, another +1d6 is added, similarly each level of Encumbrance adds +1d6 damage. The target must then pass a DC 18 Fortitude Save (with a +2 bonus to the DC for every size category above Medium, or -2 to the DC for every size category below Medium) or be Prone and Staggered for 1 round. Any given target need only save against this once per round.
Grav Pistol: Pistol, 50' range, touch attacks, Battery 5. If it hits the target, they take 1d4 Untyped damage, +1d4 if wearing Light Armour, +2d4 for Medium Armour, and +3d4 for Heavy Armour. If they have a Great Shield, another +1d4 is added, similarly each level of Encumbrance adds +1d4 damage. The target must then pass a DC 15 Fortitude Save (with a +2 bonus to the DC for every size category above Medium, or -2 to the DC for every size category below Medium) or be Prone and Staggered for 1 round. Any given target need only save against this once per round.
Grav-Suspensor Harness: worn around the torso, then connected to a weapon, this uses anti-gravity technology to make any weapon easy to wield. In regards to the one weapon being wielded, the wielder is Relentless.
Grigor Pattern Bolt Pistol: 60' range, requires a Strength Bonus of +3 or better to wield one-handed. 4d6 damage, 20/x4 Critical, Clip 1. Individual heavy bolter rounds are hand-loaded into this, giving it a lot of extra recoil, but also an explosive impact. Can use any special ammunition available to the Heavy Bolter.
(A hit from a heavy bolter is 6d6, but that assumes that one attack is throwing out several bolts, and it's also properly designed for launching them. This is not the ideal method of delivery for such shells.)
Improved Gas Grenades: replace these with Acid Gas Grenades: 40' range to throw, 20' radius blast, lingering as an Acid Fog cloud for 2d4 rounds. Every round in which someone takes damage from it, they also suffer 1 point of Constitution damage, which is a [Poison] effect and not an [Acid] effect.
Lightning Claws: a Lightning Claw is a [Power] Tiger Claw with a natural Threat Range of 18-20/x2 (15-20 after doubling), and causes massive bleeding whenever it hits, resulting in 1d10 damage per round until a First Aid or Heal check is made (DC 15) or the character receives magical healing.
Lightning Gun: despite dating back to the days of the Horus Heresy, these weapons are still hoarded jealously by the Adeptus Mechanicus. Quite possibly they just don't know how to replicate them and make more. Anyway, they are [Bulky] Assault Firearms, with 75' Range Increments, and deal 6d6 Electricity damage with a Ranged Touch Attack. They have an 18-20/x2 Critical Rating, and a Battery capacity of 5, although they can also just be connected to the internal power source of vehicles, cyborgs and power armour and you can call it "Nigh-Infinite" when that happens. If the attack hits, anyone else within 10' of the original target must pass a Reflex Save (DC equals attack roll) or suffer half the rolled damage.
Maxim Bolter: these are big, heavy rotary weapons that unleash a lot of bolter rounds. They're typically too heavy to give to most infantry, but also not powerful enough to use as dedicated heavy weapons (not to mention going through ammo too quickly), so generally they're only carried as secondary weapons by the sort of thing that has no trouble wielding them. They are [Bulky] Assault Firearms with the following profile: 50' Increment, 4d6 damage, 20/x3 Critical, Belt 5. [Sustained 2d6]
They accept any kind of Boltgun ammunition, and a Full Round Action can be spent just unloading completely - Sustaining for however much ammunition remains in the gun, regardless of the number of attacks you normally have. Doing this is its own Full Round Action, and thus cannot be combined with other weapons in a Full Attack.
Mauler Pattern Bolt Cannon: these are proper cannons, with very heavy shells that have less propulsion and more explosive force. As such, they are [Massive] Heavy Bolters with 100' Range Increments, and when they strike a target, the explosion deals full damage to that target with no save, and also damages all adjacent creatures with a Reflex Save for half (DC = attack roll). Additionally, the explosive force is powerful enough that the attacks are resolved as Ranged Touch Attacks.
Omniscope: worn as a visor, this provides 360-degree vision, Darkvision 250' and Low-Light Vision. The wearer gains a Competence Bonus on Spot checks equal to half their level (round up), and cannot be Flanked.
Phosphor Grenade: thrown 60' with a 30' blast radius, this deals 6d6 Fire damage to all in the area, with a DC 18 Reflex Save for half. Those who fail the save catch fire. Additionally, the area continues to burn for one round, causing 3d6 Fire damage to anyone dumb enough to wander into the area.
Phosphor Missile Pod: this is actually small enough to be wielded as a shoulder-mounted weapon for those with Power Armour. It still requires one hand to fire, but functions as a [Sustained 2d6] Assault Weapon. The Range is 120', dealing 6d6 Fire damage to all in the area. A Reflex Save (DC = attack roll) halves this damage. Those who fail the save catch fire. It only has the capacity to hold four attacks worth of bomblets before being reloaded.
Photon Gauntlet: these weapons are proper gauntlets, if rather heavy ones, and can be wielded as such in a pinch. They are used as Pistols that have the following profile when fired: 50' Range, 5d6 Negative Energy Damage, Critical 20/x2, Battery 2. They generate Heat Points, automatically recharge one shot to the Battery every minute, and resolve the attacks as Ranged Touch Attacks. Trails of actual darkness are left in their wake, causing anyone hit to be partially Blinded: until the end of their next turn, they treat everyone else as having Concealment.
Photon Thruster: these huge rifles use the same probably-forbidden technology as Photon Gauntlets, firing shrieking black streams of unknown energy that slice easily through flesh and steel. They are Heavy Firearms with the following profile: 300' Range Increments, 7d6 Negative Energy Damage, Critical 20/x2, Battery 3, [Lance]. They generate Heat Points, automatically recharge one shot every minute, and resolve the attacks as Ranged Touch Attacks. They cause partial blindness like the Gauntlets.
Psilencer: as a special type of force weapon, this is extra-deadly in the hands of powerful psykers: by spending a Swift Action focusing a Warp Charge 1 power, they cause every hit to deal 2 Constitution damage. If they have more than 10 hit dice, activating this power also makes all of the HP damage Vile Damage. If they have 15 hit dice or more, they may instead activate a Warp Charge 2 power with the Swift Action, causing the attacks to be resolved as Ranged Touch Attacks. Psykic Strike can be channelled through this as though it were a melee weapon.
Sarissa: when attached to a firearm (almost always a Boltgun), it treats the weapon as a [Chain] Battle Axe with a Critical Value of 19-20/x3
Siege Drill: this one-handed Martial weapon is specifically designed for boring holes in walls, vehicles and people. It has the [Machine Spirit] tag, and a base damage of 4d6 for a Medium weapon, 4d8 for a Large one, 4d10 for a Huge one or 4d12 for a Colossal one. The user's Strength score does not help the damage roll, and Power Attack cannot be used with this. Additionally, it does not make a series of jabs, but just constantly applies pressure. It has the Sustained rule like a firearm, adding two dice for each extra attack (the die size being the same as that of the base weapon). This drill completely ignores Hardness and Damage Reduction, and against subjects with Temporary Hit Points, the damage is dealt to their Hit Points and Temporary HP (however if they run out of Temporary HP the excess doesn't also flow into normal HP). The critical value is 19-20/x4, or 11-20/x4 against immobile structures/vehicles (against which it can always score a critical hit).
Slab Shield: these massive slabs of ceramite and plasteel are almost as good as hiding behind a Space Marine. They are heavy, and have mag-locks at the sides so they can slot together and make shield walls. A Slab Shield is a Tower Shield with the [Machine Spirit] rule, and improves Damage Reduction by 5/Adamantium or Magic (granting this value or adding to existing DR already overcome by Adamantium or Magic). If you use it to take Cover, you gain Improved Cover. Additionally, anybody behind someone wielding such a shield gains Cover automatically. More than one person with these can, forming a line, lock their shields together. Any Disarm, Grapple, Trip or Bullrush attempt against anyone in such a line is harder: the defenders use the best bonus/DC of anyone in the line, plus 2 for each additional participant.
Sororitas Inferno Glaive: this is a Flaming, Wounding Sororitas Assault Glaive. The in-built weapon is an Inferno Pistol, not a Bolt Pistol.
Sororitas Pyre Glaive: this is a Flaming, Wounding Sororitas Assault Glaive. The in-built weapon is a Hand Flamer, not a Bolt Pistol.
Spectris-Pattern Bolt Carbine: Assault weapon, 75' range increments, 4d6 damage, Critical 20/x3, Clip 10
Can take any special ammunition a Bolt Pistol can take. May be wielded one-handed as a Pistol by characters with a Strength Bonus of +3 or better.
Suppression Drone: this is a Servo Skull (exactly as the Familiar), with a BAB of +1 if the owner isn't controlling it directly. Instead of a Mechadendrite, Digi-Weapon or Auspex, it carries a massive Heavy Stubber. Due to the stabilisers needed, it is a Small Construct, so has an AC of 17. It has the Pinning Fire ability of the Suppression Servitor, below.
Suppression Servitor: these are bulky servitors designed for guarding choke points and keeping enemies pinned down. They have the following profile:
Medium Humanoid [Human, Mindless]
Str 14 Dex 12 Con 14 Int - Wis 8 Cha -
Hit Dice: 3d10+6 (22 HP)
BAB/Grapple: +3/+5
AC: 15 (+2 Natural, +3 Studded Leather Equivalent)
-flat 15, touch 10
Fort +5 Ref +3 Will +0 (usually Immune)
-Bulging Biceps (Ex)
-Dead Flesh (Ex): Servitors add their Con Bonus as a Natural Armour Bonus to AC
-Nerve-Stapled (Ex)
-Damage Reduction 5/Magic
-Equipped with a Heavy Stubber
-Pinning Fire (Ex): with a Full Round Action, the servitor can go crazy and just unleash a lot of ammo. Using up five attacks worth of ammunition, it targets a 5' radius burst and makes one attack roll, applying it against everything in the area. Until its next turn, that area is Difficult Terrain, and anyone moving into it is also hit unless their AC beats the initial attack roll. Anyone damaged must pass a DC 15 Will Save or drop Prone and Cower for 1 round.
-Suppression Protocols: unless instructed otherwise, the servitor just stands motionless, waiting. Any time an enemy enters its field of vision, it constantly shoots at them until they leave its sight, at which point it continues to shoot for a few more seconds before stopping. Every round, simply have it ready an action to shoot the first enemy that wanders into range/sight. Then have it use Pinning Fire every turn until no enemies remain, and one turn thereafter, targeting the same area.
Thunder Hammer: this is exactly the same as a Power Maul, except the basic weapon is a Warhammer, and it is also a Thundering weapon. It is so heavy that it cannot be used to make Attacks of Opportunity or Readied Attacks, however for the purpose of Strength multipliers, the wielder is always treated as wielding it with an extra hand.
Web Pistol: these pistols are favoured by the Arbitrators of Hive Worlds when they want to question people after the fight. They have spinning nozzles and canisters of high-powered glue-like thread. They have 15' Range Increments, deal zero damage, and only require a Touch Attack to hit. Creatures Huge or larger are unaffected, anything else is Entangled and anchored in place, needing an Escape Artist check or Strength check (DC 15) to escape. The web has Hardness 3 and 10 HP, and only halves damage from Piercing, Bludgeoning, Cold, Sonic and Electricity. The canister provides enough goo for six shots. For every three points of BAB the firer possesses, add 1 to the DC to escape as their skill helps them cover more vital areas. This weapon doesn't land critical hits.
Webber: these bulky "shotgun" type weapons are Assault weapons, and function basically the same as above, except as follows: the Range Increment is 25 feet, they affect creatures Huge or smaller, the DC to escape starts at 20 (before increasing for a high BAB), and it holds a larger canister that provides enough goo for ten shots.
A note on drugs: as opposed to Medi-kits and similar, if a character specifically receives one drug or another, they have about five "doses" worth, replenished any time they head to base. If they have a vehicle with a proper carry capacity, they have ten of each kind they have. One Requisition can be spent to double all the drugs they get. A "dose" of Amasec or Moonshine is a full bottle, and a "dose" of Lho-sticks is a full pack of around thirty.
Revised DR for Armour and Shields:
(Everything else is the same. Enhancement Bonuses apply to DR as well as AC.)
Carapace Armour: DR 5/Magic or Adamantium
Flak Armour: DR 1/Magic or Adamantium
Shield Robes: DR 1/Magic or Adamantium
Artificer Armour: DR 20/Adamantium or Strong Magic (+4 weapons)
Power Armour: DR 15/Adamantium or Strong Magic (+4 weapons)
Rune Armour: DR 10/Adamantium or Strong Magic (+4 weapons), 5/-
Scout Power Armour: DR 10/Magic or Adamantium
Centurion Armour: DR 30/Strong Magic (+4 weapons)
Siege Mantlet: DR 30/Strong Magic (+4 weapons)
Terminator Armour: DR 15/Adamantium or Strong Magic (+4 weapons), 5/-
(When something has two different types of DR, both can apply at the same time. So against non-magic non-Adamantium weapons, Rune Armour has DR 15. This is reduced to 5/- against appropriate weapons.)
Spyrer Hunting Rigs:
Orrus: the Orrus Hunting Rig is treated as Fully Sealed Scout Power Armour, with an integrated Refractor Field, Bio-Harness and Dispenser. Each wrist has a "Bolt Thrower", which work just like a Storm Bolter when used as a pair, but can individually fire off single shots, working like Bolt Pistols if the user wishes. Weapons can be held with them, but they can't fire them when holding shields.
Jakara: The Jakara Hunting Rig is Master Crafted Carapace Armour with a Power Source, Bio-Harness and Dispenser. The powered pistons and electro-surge limb caging provides a 20' Enhancement Bonus to movement speed. There is a Power Sword included, and a Mirror Shield: a [Machine Spirit] Large Shield that applies its AC Bonus as a Deflection Bonus, not a Shield Bonus, and the wearer may spend an Attack of Opportunity at any time against a Las, Plasma or Melta based weapon. They make a ranged attack roll with no Enhancement Bonus, and if it exceeds the attack roll of the incoming weapon, the shot is deflected away harmlessly. If the roll would also be enough to hit the enemy (using Touch AC if that's what the weapon normally uses), then the attack is redirected back at them.
Yeld: The Yeld Hunting Rig is a suit of Master Crafted Carapace Armour with a Power Source, Bio-Harness and Dispenser. It also has a set of machine-powered wings attached, which provide the benefits of Chameleoline, and also grant a Winged Fly Speed of 60' (Good). It also has a pair of Laser Gauntlets: each arm effectively contains a Lasgun that feeds off the main power supply, except they can be dual-wielded as Light Weapons.
Malcadon: The Malcadon Hunting Rig is a suit of Master Crafted Carapace Armour with a Power Source, Bio-Harness and Dispenser. Using pistons, grapple-claws and small jets, the user constantly operates under the effects of Spider Climb and Expeditious Retreat. It also grants a +2 Enhancement Bonus to Dexterity. The rig comes with a Web Spinner and a pair of [Machine Spirit] Eagle's Claws (Light Weapon, 1d6 damage, 18-20/x2 Critical), integrated into the suits hands. The Web Spinner is treated as a Webber, except anybody entangled by it suffers 2d6 damage each round (modified by [Machine Spirit]), unless they remain completely motionless.
Vehicles that need to be added:
-Storm Eagle
-Land Speeder Tempest
-Storm Raven
-Stormtalon
-Sicaran Battle Tank
-Fire Raptor
-Spartan Assault Tank
-Stormlord
-Shadowsword
-Baneblade
-Marauder Bomber
-Basilisk
-Triaros Armoured Conveyor
-Krios Tank
-Thunderhawk Transport
-Knight Paladin
-Knight Errant
-Dreadknight
-Cerastus Knight Lancer
-Cerastus Knight Castigator
-Cerastus Knight Acheron
-Questoris Knight Magera