Editing Dungeon Crusade...

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Koumei
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Editing Dungeon Crusade...

Post by Koumei »

(Not Updated with the below changes, but bookmarked: http://www.mediafire.com/view/la5i8hjjw ... y_Done.pdf )

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:
The Imperium often takes two of the same gun and locks them together so that they're a little more likely to shoot someone. Some people are also so accurate that it's as though they have two weapons side by side.

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.
Machine Spirit:
Nearly all technology in the world of Warhammer 40,000 is one part magical, in part thanks to the misguided belief of its users. So while anybody who didn't drink Imperial Kool-Aid could look at a revolver (Stubb Gun), figure it out and build their own, you can't simply recreate a Lasgun by looking at its schematics, even if you had the materials. Or rather, you could, but without invoking and placating the machine spirits, beings that are on the very cusp of existence, they may not work correctly or at all.

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).
Chain Weapons:
Certain weapons (such as the Chainsword, Chainaxe, Heavy Chainsword, Eviscerator, Sarissa, Choppa, 'Eavy Choppa and Chainfist) have the [Chain] tag. This is different from a chaingun or a flail. These weapons have whirring blades that catch flesh and shred it, as well as grinding through bone and spraying blood everywhere. They deal crippling injuries.

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.
Power Weapons:
Many weapons have in-built power field generators, covering the weapon in a layer of disruptive, destructive force. These weapons punch through armour as though it simply weren't there, and have an easier time getting at internal organs.

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 Equipment:
Master Crafted Armour and Shields are so finely made that they are easier to wear. The Maximum Dexterity is increased by +3, and the Armour Check Penalty is reduced by 3.

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.
Axe of the Omnissiah: a Shocking Burst [Power] Battle Axe which can be used to channel Touch Attacks

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:
-Avenger Fighter Craft
-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
Last edited by Koumei on Thu Jan 08, 2015 7:06 pm, edited 18 times in total.
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Koumei
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Posts: 13871
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Psykic Powers:
If a character has access to one or more Psychic Powers or Psionics, they are a Psyker and have the [Psychic] Subtype. Any power has a Caster Level equal to their hit dice, and a Save DC of 10 + half their hit dice (round down) + their Charisma Bonus. These can still be modified by feats or magic items or whatever, but that is the base. You needn't keep track of "These ones are CL 4, those ones are CL = HD and that one there is CL = HD + 2". If the power is a Psionic Power, it is automatically augmented up to the Caster Level.

Every time a character manifests a power, they gain a Warp Point. Some powers are listed as having a Warp Charge (X), in which case they actually cause the character to gain X Warp Points instead. But if it isn't specifically stated, then it is just 1. If they rest for ten minutes, they lose all their Warp Points harmlessly, slowly regaining focus and letting the psychic energies dissipate in a gradual manner.

(What the Warp Points do functions the same as in the document, including the random table that has no in-game effect and the "How do you die from perils of the warp?" section. If a character gains Warp Points multiple times in one turn, they still roll Warp Points each time, but if one action grants several Warp Points all at once, they only roll once.)

[Psychic] Feats:
If a character takes a [Psychic] feat, they become a Psyker and gain the [Psychic] Subtype. There is no longer a limit on the number of these feats a character may have. Instead, if a character only has access to one Discipline* (plus any side-powers from class features, Minor Powers etc.), then any Warp Die that comes up as a 1 is removed harmlessly from their Warp Points.

*The disciplines are Biomancy, Clairvoyance, Daemonology, Pyromancy, Sanctum, Telekinesis, and Telepathy. If an Ork supplement were to exist, it would cover the discipline of Gork (or possibly Mork). If an Eldar supplement were to exist, it would cover their weird ones. If a Chaos supplement were to exist, it would cover the disciplines of Nurgle, Slaanesh and Tzeench.

Beast Master [Psychic]
Animals like you. They insist on hanging around you.
Benefit: you gain Wild Empathy as a [Psychic] effect. Every time you actively use this, it is treated as the activation of a psychic power. You also have an Animal Companion as a Druid of your level. Having the animal companion is not a [Psychic] effect, but if you lose this feat, it will wander away.

Biomancy [Psychic]
Your control over your own body is disturbing. Your control over other peoples' bodies is horrifying.
Benefit: you can manifest Adrenaline Boost, Expeditious Retreat and Claws of the Beast at will as Spell-Like Abilities. Once per hour, you may cast Ray of Enfeeblement (Sp).
3 Hit Dice: you may manifest Animal Affinity (Str, Dex or Con only), Vigour and Cure Moderate Wounds once each per hour.
6 Hit Dice: you may manifest Blindness/Deafness and Horrid Sickness (Warp Charge 2) at will, and Claws of the Vampire once per day.
10 Hit Dice: you may manifest Polymorph (Warp Charge 3) once per day, and Restore Extremity and Restoration once each per hour.
15 Hit Dice: you may manifest Oak Body (Warp Charge 2) once per hour and Eyes of the Basilisk (Warp Charge 3) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as Light Fortification (which can stack with Fortification provided by armour or whatever to become Medium). If taken a third time, every power can be used at will and you are immune to Critical Hits.

Chapter
Additional chapters covered:
Angry Marines: any time an enemy hurts you, that just makes you angrier: any time you take damage from someone, you can make a Demoralise attempt against them with an Immediate action. When charging at people, you ignore all movement penalties from your armour.
Dark Angels (Deathwing): you trample around the place without concern for those around you. You gain an actual Trample attack when wearing Power Armour or heavier (1d8 + Str for Power Armour, 2d6 + Str for anything heavier), and any time you would be anchored in place, you can just take 2d6 damage (bypassing DR) and ignore that. Additionally, if something tries to force you to move, you can just take 1d4 damage per square (bypassing DR) and ignore that.
Exorcists: you are immune to possession, and Daemons that try it must instantly pass a Will Save (Charisma-based) or be Banished. Furthermore, any time anyone tries to target you with a Psykic Power, they gain an additional Warp Point. You have Spell Resistance of 8 + your level.
Iron Hands: you are given a Bionic Arm that grants an Enhancement Bonus to Strength and lets you punch as a Slam attack (1d8+Str) with the [Machine Spirit] rule. You are proficient with Heavy Weapons, and may always Requisition a Servo Arm, Heavy Bolter or Missile Launcher.
Mantis Warriors: you are given Chameleoline and gain the Hide in Plain Sight ability. Additionally, any time you deal damage to someone who is denied their Dexterity Bonus to Armour Class, you cripple them, dealing 1d6 points of Dexterity damage.
Minotaurs: when you charge, you can designate a target other than the nearest, and can either Bullrush (to the sides) or Overrun + Trample (1d6 + Str) any target who gets caught between you and your charge victim. If they resist your onslaught, the charge attempt fails. You can also charge through walls and objects - make a Break attempt each time you collide with one, until either you reach the target or fail to break something.

Clairvoyance [Psychic]
It all looks so different from the other side.
Benefit: you can manifest Destiny Dissonance, True Strike and Offensive/Defensive Precognition(which may be switched between Offensive and Defensive) at will as Spell-Like Abilities. Once per hour, you may cast Identify (Sp).
3 Hit Dice: you may manifest Clairvoyant Sense, Detect Hostile Intent and See Invisibility once each per hour.
6 Hit Dice: you may manifest Trace Teleport and Steadfast Perception at will, and Remote Viewing (Warp Charge 2) once per day.
10 Hit Dice: you may manifest Ethereal Agent once per day, and True Seeing (Warp Charge 2) and Anticipatory Strike once each per hour.
15 Hit Dice: you may manifest Temporal Acceleration (Warp Charge 2) once per hour and Metafaculty (Warp Charge 2) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting a permanent Comprehend Languages effect. If taken a third time, every power can be used at will and you gain a permanent Tongues effect.

Daemonology [Psychic]
What kind of dickhead would play with the forces of Chaos? Oh right, that would be you.
Benefit: you can manifest Summon Monster I, Investiture of the Spined Devil and Lesser Spiderform at will as Spell-Like Abilities. Summon Monster I only has a casting time of one Standard Action, but can only summon creatures from the Chaotic Evil list. Once per hour, you may cast Summon Undead II (Warp Charge 2) with a casting time of one Standard Action.
3 Hit Dice: you may manifest Summon Monster II, Summon Swarm (Warp Charge 2) and Web once each per hour. Summon Monster II can only summon creatures from the Chaotic Evil list, but the casting time is only one Standard Action.
6 Hit Dice: you may manifest Caustic Smoke and Engulfing Terror at will, and Summon Undead IV (Warp Charge 2) once per day. Summon Undead IV has a casting time of one Standard Action.
10 Hit Dice: you may manifest Bind Lesser Daemon* (Warp Charge 3) once per day, and Doom Scarabs and Bebilith's Blessing once each per hour.
15 Hit Dice: you may manifest Greater Planar Exchange (Hezrou) once per hour and Bind Greater Daemon* (Warp Charge 3) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting you a Quasit as a Familiar. If dismissed or slain, you suffer no penalty and another one replaces it the next day whether you like it or not. If taken a third time, every power can be used at will and you awaken each morning with a Stalwart Pact effect upon you.
*These are new spells, see below.

Minor Powers: instead of taking it a second time, the additional powers are simply granted to any character with more than 6 hit dice.

Powers of Tzeench [Psychic]
The Lord of Change gifted you with great power. No backsies!
Benefit: you can manifest Magic Missile, Disguise Self and Entropic Shield at will as Spell-Like Abilities. Once per hour, you may cast X (Sp).
3 Hit Dice: you may manifest X, X and X once each per hour.
6 Hit Dice: you may manifest X and X at will and X once per day.
10 Hit Dice: you may manifest Baleful Polymorph once per day, and Disintegrate and X once each per hour.
15 Hit Dice: you may manifest X once per day and X once per hour.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting XXX. If taken a third time, every power can be used at will and you XXX.

Pyromancy [Psychic]
You can set things on fire by thinking about it really hard.
Benefit: you can manifest Heat Stroke, Control Flames and Control Light at will as Spell-Like Abilities. Once per hour, you may cast Burning Hands (Sp).
3 Hit Dice: you may manifest Fireball, Energy Stun (Warp Charge 2) and Energy Emanation once each per hour. In the latter two cases, only Fire may be chosen.
6 Hit Dice: you may manifest Wall of Fire and Mindfire (Warp Charge 2) at will, and Quickened Flamestrike once per day.
10 Hit Dice: you may manifest Parboil (Warp Charge 3) once per day, and Energy Nullification Field (Fire or Cold only) and Energy Current (Fire only) once each per hour.
15 Hit Dice: you may manifest Disintegrate (Warp Charge 2) once per hour and Energy Conversion (Warp Charge 3, any type) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting Fire Resistance 10. If taken a third time, every power can be used at will and you are immune to Fire damage.

Sanctum [Psychic]
When you fight, it is on your terms. Your powers ensure this.
Benefit: you can manifest Protection From Chaos, Sanctuary and Karmic Aura at will as Spell-Like Abilities. Once per hour, you may cast Arcane Lock (Sp).
3 Hit Dice: you may manifest Magic Circle Against Chaos, Dispel Magic and Wall of Gloom (Warp Charge 2) once each per hour.
6 Hit Dice: you may manifest Dismissal and Dispel Chaos at will, and Wall of Dispelling once per day.
10 Hit Dice: you may manifest Antimagic Field (Warp Charge 3) once per day, and Subvert Planar Essence and Banishment once each per hour.
15 Hit Dice: you may manifest Repulsion once per hour and Mordenkainen's Disjunction (Warp Charge 3) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as treating all of your weapons as being [Chaotic Evil] Outsider Bane. If taken a third time, every power can be used at will and you have a permanent Mind Blank effect.

Telekinesis [Psychic]
You have the power to kill a yak, from five hundred yards away... WITH MIND BULLETS!
Benefit: you can manifest Greater Mage Hand, Shield and Deceleration at will as Spell-Like Abilities. Once per hour, you may cast Concussion Blast (Sp).
3 Hit Dice: you may manifest Wall of Force, Battering Ram and Knock once each per hour.
6 Hit Dice: you may manifest Wings of Cover and Telekinesis at will, and Control Body (Warp Charge 2) once per day.
10 Hit Dice: you may manifest Forcecage (Warp Charge 3) once per day, and Cranial Deluge (Warp Charge 2) and Psychokinetic Weapon once each per hour.
15 Hit Dice: you may manifest Telekinetic Sphere (Warp Charge 2) once per hour and Tornado Blast (Warp Charge 3) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting a permanent Featherfall effect. If taken a third time, every power can be used at will and you gain a permanent Fly effect.

Telepathy [Psychic]
Other people's minds are really just extra storage space for your own mind.
Benefit: you gain Telepathy out to 100' as a Supernatural Ability - as this is always on, it has no Warp Charge. Once per hour, you may cast Distract Assailant (Sp).
3 Hit Dice: you may manifest Detect Thoughts, Chain of Eyes and Psionic Charm once each per hour.
6 Hit Dice: you may manifest Vision of Entropy and Ray of Dizziness at will, and Suggestion (Warp Charge 2) once per day.
10 Hit Dice: you may manifest Psychic Crush (Warp Charge 2) once per day, and Probe Thoughts and Greater Rebuke (Warp Charge 2) once each per hour.
15 Hit Dice: you may manifest Insanity (Warp Charge 2) once per hour and Psychotic Break (Warp Charge 2) once per day.
Special: you may take this feat a second time. Doing so allows you to cast any 1/hour ability three times per hour, and any 1/day power three times per day, as well as granting a permanent Blackwater Mind effect. If taken a third time, every power can be used at will and you flat-out ignore Mind Blank and similar effects.

Tinker
Instead of adding 1d6 damage to a weapon, it can just add +2 damage.
Basically anything can gain the [Machine Spirit] tag by adding a power source with this, and various weapons could conceivably be made into Power Weapons. Tinker grants a +2 Bonus to Repair and Disable Device. Bionic limbs can be improved, granting a scaling Enhancement Bonus to one relevant ability score (using a Magic Item slot).

Bind Lesser Daemon:
This functions as per Planar Binding, except it is always one of the following creatures:
-Beast of Nurgle (CL 12+)
-Blight Drone of Nurgle (CL 15+)
-Bloodletter of Khorne
-Bloodcrusher of Khorne (CL 15+)
-Daemonette of Slaanesh
-Fiend of Slaanesh (CL 15+)
-Flamer of Tzeench (CL 15+)
-Hound of Khorne (CL 12+)
-Pink Horror of Tzeench
-Plaguebearer of Nurgle
-Screamer of Tzeench (CL 12+)
-Seeker of Slaanesh (CL 12+)
The kind of caster that has access to Daemonology typically cannot cast Magic Circle of any kind, but they respond well to sacrifices (creatures with at least as many hit dice as the summoned creatures), or they might just flat-out be okay with bargaining instead of attacking the summoner.

Bind Greater Daemon:
This functions as Greater Planar Binding, except it is always one of the following creatures:
-Greater Daemon of Khorne
-Greater Daemon of Nurgle
-Greater Daemon of Slaanesh
-Greater Daemon of Tzeench
The kind of caster that has access to Daemonology typically cannot cast Magic Circle of any kind, but they respond well to sacrifices (creatures with at least as many hit dice as the summoned creatures), or they might just flat-out be okay with bargaining instead of attacking the summoner.

Whether or not the above creatures are ever typed up is another matter altogether.

Bloodletter of Khorne (CR 6)
Medium Outsider [Chaotic, Evil, Extraplanar]
16 12 14 8 12 6
Initiative +1
Speed 30'
6d8+18 (45 HP)
BAB/Grab +6/+9
-Two Claws +9/+9 (1d4+3)
AC 15 (+1 Dexterity +4 Natural)
-Flat 14 Touch 11
Fort +10 Ref +6 Will +6
Feats: Two Weapon Fighting, Great Fortitude, Mage Slayer
Skills: Balance +10 Tumble +10 Jump +12 Climb +12 Intimidate +7 Sense Motive +10 Swim +10
Fast Healing 5
Fire Resistance 15
Electricity Resistance 15
Acid Resistance 15
Damage Reduction 6/- (during Rage)
Spell Resistance 16
Unholy Resilience (Ex): Daemons of Khorne have a 50% chance to ignore the effects of a critical hit, treating it as a regular hit. The same applies to Sneak Attack damage.
Rage (Ex): with a Free Action, the Bloodletter may enter a Rage. When this occurs, it suffers a -2 Penalty to AC, but gains a +2 Bonus on Attack and Damage rolls, +2 to Will Saves, +15' movement speed, and up to two attacks per round gain +3d6 damage. Its Fast Healing ceases to function when this is the case.
Advancement: Barbarian (Tome), treating the Fast Healing, Damage Reduction, Rage Dice and Combat Speed as though from extra Barbarian levels. Each hit die increases Spell Resistance by 1 and the Energy Resistances by 2 each.

Daemonette of Slaanesh (CR 6)
Medium Outsider [Chaotic, Evil, Extraplanar]
14 18 10 12 14 16
Initiative +4
Speed 40'
6d8 (27 HP)
BAB/Grab +6/+6
-Two Claws +10/+10 (1d6+2 and 1 Con damage, 19-20/x3)
AC 16 (+4 Dexterity +2 Dodge)
-Flat 10 Touch 14
Fort +5 Ref +9 Will +7
Feats: Elusive Target, Two-Weapon Fighting, Weapon Finesse
Skills: Balance +13 Tumble +13 Bluff +12 Diplomacy +12 Sense Motive +11 Jump +11 Escape Artist +13 Disguise +12
Fast Healing 5
Electricity Resistance 15
Cold Resistance 15
Sonic Resistance 15
Immune to Poison and Disease
Rending Claws (Ex): the claws of the Daemonette are stupidly sharp. They deal damage as though one size larger, have a doubled Threat Range and Critical Multiplier, and deal 1 point of Con damage with a successful hit - this is multiplied on a Critical Hit.
Spell-Like Abilities (Sp): Hypnotic Pattern and Disguise Self at will; Charm Person once per day. The Caster Level equals its hit dice (6) and the Save DC is 10 + half its hit dice + its Charisma Bonus (16).
Horrifying Shriek (Su): with a Standard Action, the Daemonette can shriek, duplicating a Shout effect. Everyone affected by it also suffers a -3 Morale Penalty to Saving Throws for one minute. The Caster Level equals its hit dice (6) and the Save DC is Charisma-based (16).
Advancement: True Fiend or Fiendish Conduit. The Resistances increase by 2 per hit die.

Pink Horror of Tzeench (CR 6)
Medium Outsider [Chaotic, Evil, Extraplanar]
8 16 12 14 10 16
Initiative +3
Speed 30'
6d8+6 (33 HP)
BAB/Grab +6/+5
-Slam +5 (1d6-1)
AC 16 (+3 Dexterity +3 Deflection)
-Flat 13 Touch 16
Fort +6 Ref +8 Will +5
Feats: Alertness, Power of Tzeench, Pyromancy
Skills: Hide +12 Know (Planes) +11 Know (Arcana) +11 Spot +9 Listen +9 Bluff +12 Sense Motive +9 Balance +12 Concentration +10 Jump +8
Fire Resistance 15
Acid Resistance 15
Cold Resistance 15
Immune to [Compulsion] effects
Spell-Like Abilities (Sp): X
Maddening Cheerfulness (Ex): Pink Horrors are not subject to Morale penalties of any kind. They also add their Charisma Bonus as a Deflection Bonus to AC.
Maddening Division (Su): if a Pink Horror of Tzeench is slain by anything short of a [Destroyer] effect or [Law] effect, two Blue Horrors are spawned in its place. For every two additional hit dice it has, the Blue Horrors each gain one.
Advancement: Fiendish Conduit. The Resistances increase by 2 per hit die.

Blue Horror of Tzeench (CR 3)
Small Outsider [Chaotic, Evil, Extraplanar]
4 20 12 10 8 16
Initiative +5
Speed 20'
3d8+3 (16 HP)
BAB/Grab +3/-4
-Slam +1 (1d4-3)
AC 19 (+5 Dexterity +3 Deflection +1 Size)
-Flat 14 Touch 19
Fort +4 Ref +8 Will +2
Feats: Power of Tzeench, Pyromancy
Skills: Know (Planes) +6 Know (Arcana) +6 Spot +5 Listen +5 Bluff +9 Hide +15 Concentration +7 Sense Motive +5
Fire Resistance 9
Acid Resistance 9
Cold Resistance 9
Immune to [Compulsion] effects
Spell-Like Abilities (Sp): X
Grumpy (Ex): Blue Horrors are not subject to Morale bonuses of any kind, nor [Charm] effects. They also add their Charisma Bonus as a Deflection Bonus to AC.
Advancement: none (see above)

Nurgling (CR 1/2)
Nurgling Swarm (CR 5)
Plaguebearer of Nurgle (CR 6)
Last edited by Koumei on Wed Oct 22, 2014 12:08 am, edited 9 times in total.
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Koumei
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Post by Koumei »

Imperial Grenades: all proper Imperial Grenades can actually have their timers adjusted, it's just that practically nobody knows this. Tech-Priests and their ilk do understand this, and a character who uses a grenade can figure this out with a DC 20 Use Magic Device check (required for every different type of grenade they encounter). The standard timer is set for somewhere between 2 and 3 seconds, but it can be set as low as "half a second" (not recommended) or as long as ten minutes (best used as distractions or demolitions). The timer can also be set to "nil", in which case it requires a firm impact (hurling at a wall, dropping from a height, being stepped on by people wearing power armour). If a character knows how to change the timer at all, doing so requires only a Swift Action. Seeing as this has to be done before priming it, nothing stops a character from preparing the timers for all their grenades at the start of the day.

Note: if a character is listed as getting "Grenades" of whatever type, but not a specific number, just assume it is ten of each kind they get, refilled each mission. They can probably requisition more (one Requisition covering "double all my grenades"), and if defending a base, or with an APC on hand, think of it as ChristmasEmperor Day.

Bulky Weapons: the following weapons are "Bulky": Heavy Stubber, Heavy Flamer, Incinerator, Psy-Cannon, Grav-Cannon, Hell Rifle. They are Heavy Firearms for all characters except those with Bulging Biceps, Relentless or Powerful Build, or the Juggernaut feat. Such characters instead use them as Assault Firearms.

Massive Weapons: the following weapons are "Massive": Autocannon, Lascannon, Mortar, Missile Launcher, Cyclone Missile Launcher, Quad Gun, Siege Mortar. Before they can be fired, a Full Round Action must be spent setting the weapon up, using a tripod, supports and such - it can't just be carried around and pointed at people. This also means it can only fire in a 90-degree arc. Turning requires a Move-Equivalent Action, and carrying it around without packing it back up (a Full Round Action) results in the character moving at half speed. Characters with Relentless or Bulging Biceps, or wearing Power Armour or better, do not need to set a [Massive] weapon up - they just fire it like a normal Heavy Firearm.

Bulging Biceps (Ex): the character is particularly good at hefting things around. They treat [Bulky] weapons as Assault Firearms instead of Heavy Firearms, and [Massive] Heavy Firearms as regular Heavy Firearms. They also take no penalty for wielding melee weapons that are oversized by one category, or alternatively by wielding a normal-sized Two-Handed melee weapon with one hand.

Relentless (Ex): the character just wanders around with equipment no matter how stupidly heavy it is for them. They use Rapid Fire Firearms and [Bulky] Heavy Firearms as though they were Assault Firearms, and can fire regular Heavy Firearms once with a Standard Action, without needing to brace them. In order to use Sustained fire or make a full attack, they are still required to use a Full Round Action. Finally, [Massive] Heavy Firearms can be fired the same way most people use normal Heavy Firearms, without spending time setting the weapon up first.

Pistolier (Ex): the character is particularly good at wielding pistols. Not only do they get the basic ability of Two-Weapon Fighting when wielding a pair of pistols or a pistol and a melee weapon, they also gain the ability to utilise most Pistols for special combat techniques:
-Autopistol/Stubb Gun/Bolt Pistol/Eversor Pistol: Execution - with a Standard Action, make a single attack against an adjacent foe (if dual-wielding applicable pistols, one attack from each). If the attack hits, it is an automatic Critical Hit. If this kills the target, all allies with line of sight are instantly freed of any detrimental [Mind Affecting] effects or [Fear] effects.
-Grav Pistol: Grav-Drag - anyone you shoot with a Grav Pistol is Slowed for one round with no saving throw.
-Hand Flamer/Neural Shredder: Nozzle Adjustment - the arc of fire may be either widened (making the Cone twice as wide as it is long, thus a 90 degree Cone, albeit with -3 to the Save DC) or tightened (making the Cone half as wide as it is long, with a +3 to the Save DC).
-Inferno Pistol: Blind - if you spend a Standard Action shooting someone, you can carefully aim for the eyes. If they fail a Fortitude Save (Dex-based), they are rendered permanently Blind. Proper eye protection such as a sealed helmet provides a +4 Bonus to this save. Normal protective visors that protect against bright lights only grant a +2 Bonus, as it's less "bright light" and more "actually melting your face". Goggles do nothing.
-Las Pistol/Hell Pistol: Overload - by hitting the power-pack at the right moment, the weapon can be made to unleash more power than normal. This requires it to be fired with a Standard Action, and uses five times as much ammunition as normal. The attack is resolved as a Ranged Touch Attack, and deals triple damage, but every time it is fired, it gains a Heat Point exactly the same way as a Plasma Pistol does when fired on full strength.
-Plasma Pistol/Plasma Torch: Dispersion - by pressing the gun up against a target, it can use them as a massive heat sink. Against adjacent foes, if fired with a melee touch attack, it can be fired at full strength without gaining Heat Points. The target gains all Heat Points, which must be rolled at the end of your turn, though all such points vanish after the rolling.

Assault Weapon Specialist (Ex): the character is particularly good with specialist weapons, most of which are Assault Firearms. They gain access to special combat techniques:
-Condemnor: X
-Flamer/Heavy Flamer: X
-Grenade Launcher: X
-Melta Gun: X
-Plasma Gun: X
-Rad Cleanser: X
-Sting Ray: X
-Storm Bolter: X

Heavy Weapon Specialist (Ex): the character excels at blasting people to pieces with heavy firearms. They gain access to the following special combat techniques:
-Assault Cannon: X
-Autocannon/Heavy Bolter/Heavy Stubber: X
-Frost Cannon: X
-Heavy Flamer/Incinerator: X
-Impaler Cannon: X
-Lascannon: X
-Missile Launcher: X
-Multi-Melta: X
-Plasma Cannon: X

Grenadier [Combat]
People stop playing catch with you after a while. Mainly because they explode.
Benefit: you are good at throwing explosives where they need to be. Add +2 to the Save DC for any grenades you use, and add 20' to the maximum throwing range for all grenades. Even explosives that normally must be attached can now be thrown up to 10' away. If the designer ever creates a system for scattering, you ignore those rules.
BAB +1: your understanding of explosives allows you to adjust the timer on them without needing a check - you just know how to do it.
BAB +6: whenever you make a Full Attack and spend every attack throwing a grenade, you gain one extra attack which must also be used to throw a grenade and uses your highest attack bonus. If you are Two-Weapon Fighting, this extra attack actually is multiplied.
BAB +11: you can make "trick shots", bouncing grenades such that they go around corners and similar things - you needn't throw them in straight lines. Additionally, you may use an Immediate Action to catch a grenade that is thrown anywhere within your natural reach and to then throw it yourself.
BAB +16: you can use a Swift Action to throw a grenade - or two if you are dual-wielding them. Additionally, you are so used to these explosions that you gain Evasion.
Last edited by Koumei on Wed Oct 01, 2014 9:56 am, edited 2 times in total.
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Post by radthemad4 »

I like the modifications to the psychic feats. Especially that you can take them multiple times for more uses. I haven't found many feats that help your schtick if you're an SLA user, except for a few in this thread. Was considering taking Telekinesis and Skychild (from that thread) for a Grey Knight-Librarian before I decided on trying a Tactical Sergeant-Captain.
Last edited by radthemad4 on Mon Sep 29, 2014 2:27 pm, edited 2 times in total.
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Post by Grek »

This reminds me that I should really really get in the next Dungeon Crusade campaign somebody runs.
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Post by Maxus »

Grek wrote:This reminds me that I should really really get in the next Dungeon Crusade campaign somebody runs.
In a week or so I'm going to start doing Dungeon Crusade play-by-posts here on the Den. Probably of the "Adventures" variety, but if folks want I can try to find a sequence of adventures that'd give continuity of characters.
Last edited by Maxus on Tue Sep 30, 2014 2:18 am, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
radthemad4
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Posts: 2073
Joined: Mon Nov 18, 2013 8:20 pm

Post by radthemad4 »

I've uploaded the bookmarked pdf to mediafire. Could you edit it into the 1st post?

http://www.mediafire.com/view/la5i8hjjw ... y_Done.pdf
Koumei
Serious Badass
Posts: 13871
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Done.

Quick Changes for Classes:

Origins/Backgrounds for Humans
Veteran of Apocalypse:
Tactical Cover: when you would normally receive Soft or Partial Cover, you instead receive Cover. When you would normally receive Cover, you instead receive Improved Cover.
Additional Equipment: Medikit, Chameleoline, one Melta Bomb

Veteran of Armageddon:
Additional Equipment: Medikit, Repair Kit, Frag Grenades

Veteran of Catachan:
*Instead of Elves, the bonuses apply against [Scaled] creatures and Kroot
Additional Equipment: Chameleoline, Ration Pack, Needler Rifle

Veteran of Kaurava:
Skills: +3 to Sense Motive
Paranoia (Ex): you don't have a particular thing you really hate, you just expect everyone to attack you at some point. You always retain your Dexterity Bonus to Armour Class, and any time someone gains a Surprise Round against you, on the following turn you gain a +2 Circumstance Bonus on attack rolls against them.
Every Frigging Foe (Ex): you can use your hit dice + Int Bonus in place of Knowledge checks for identifying foes.
Additional Equipment: Krak Grenades, one type of Special Ammunition, Purity Seals

Survivor of the Leviathan Fleet:
*The bonus applies against Vermin and "things that look like bugs and thus should be Vermin"
Additional Equipment: Frag Grenades, Needle Pistol, Hand Flamer

Adept of Mars:
*Change Bionic Eye to Bionics: the Adept gains Bionic Reconstruction as a Bonus Feat
Additional Equipment: Hell Pistol or Hell Gun, Auspex, Rangefinder

Veteran of Valhalla:
Additional Equipment: Flamer or Hand Flamer, Ration Pack, Auspex or Grav Chute

Veteran of the Vraks Campaign:
Additional Equipment: Carcass Shells or Autogun, Frag Grenades, Gas Mask

Necromunda Ganger:
Additional Equipment: Photon Flares, Stub Gun with Manstopper Ammunition and regular bullets, Web Pistol

Mind Wiped:
Additional Equipment: Dataslate, one Melta Bomb, one weapon becomes Master-Crafted

Dead Worlder:
Additional Equipment: Ration Pack, Medikit, Krak Grenades

Hi-Grav Worlder:
Additional Equipment: Breastplate or Full Plate, Lasgun with Hot-Shot Charge Packs as well as regular ammunition, Repair Kit

Terra-Born:
Additional Equipment: Purity Seals, Auspex, one free Requisition

Pirate Offspring:
Replace Booty with Born to Pilot (Ex): Piloting a vehicle is a Free Action for you, allowing you to perform normal tasks as well as keeping the vehicle running.
Additional Equipment: one free Requisition, special ammunition of one kind for one weapon, Master-Crafted Chainsword

Planet Strike Veteran:
Additional Equipment: Frag Grenades, Grav-Chute or Chameleoline, Rangefinder

Base Classes (Assault Tier)
Arbiter:
May Requisition Phosphor Grenades at level 3

Psyker:
May also take any of the following paths:
-Clairvoyance: gains Clairvoyance as a Bonus Feat, and Master's Touch and Instant Search as Supernatural Abilities at will
-Sanctum: gains Sanctum as a Bonus Feat, and Protection From Arrows as a Supernatural Ability at will

Siege Engineer:
Grenadier: at second level, the Siege Engineer gains Grenadier as a Bonus Feat.

Storm Trooper:
Seize the Initiative: the name is changed to Rapid Strike, due to Seize the Initiative being an ability with another name. Derp.
Grenadier: at second level, the Storm Trooper gains Grenadier as a Bonus Feat.

Veteran:
At third level, the Veteran may requisition a Heavy Flamer or Heavy Stubber or Plasma Gun.

Prestige Classes (Assault Tier)
Arbites Assault Specialist:
Double-Grenade: Instead of Double-Grenade, the Arbites Assault Specialist gains Grenadier as a Bonus Feat at third level.

Commissar:
Point-Blank Killer: instead of Point-Blank Killer, the Commissar gains the Pistolier ability at level two. Note that the Bolt Pistol option just about does the same thing anyway.
Execution: instead of being negated by damage, it now works on any foe against whom the Commissar has the Edge.
Perfection Order: change to this: all shooting by those affected is Twin-Linked, and they may treat any roll of a natural 1 on a d20 as instead rolling a 10.
The Commissar may Requisition a Heavy Chainsword (a Greatsword that is a [Chain] weapon) or a Grigor Bolt Pistol.

Deep Strike Assaulter:
Deep Strike (Seize the Objective): when using this, the Deep Strike Assaulter may make a Double Move Action and a Full Attack in the same turn (the first round of combat as normal), and may mix the attacks into the movement. This no longer causes fatigue, but still cannot be used if already Fatigued.

Demolitions Expert:
The Demolitions expert may Requisition Phosphor Grenades, additional Demo Charges, and a Transport Tarantula. At level three, she may Requisition a modified Chimera that exists primarily to carry a terrifying amount of extra explosives, grenades and ammunition.

Drop Troop Infiltrator:
The third-level Drop-Troop Infiltrator may Requisition an Omniscope.

Inquisitorial Acolyte:
Telepathy: the Acolyte gains Telepathy as a Bonus Feat. This replaces "Telepathic Psyker". At second level, she gains the feat a second time, improving its capabilities, instead of gaining "Advanced Telepathy". At third level, she gains it a third time instead of gaining "Psykic Master".
The Inquisitorial Acolyte may Requisition an Omniscope at third level.

Judge:
A Judge may Requisition a Rangefinder or, at level three, a Slabshield.

Primaris Psyker:
Advanced Path: if the original Path was Clairvoyance, the Spheres available are Aegis, Exorcism or Martyrdom. If it was Sanctum, they are Oracle, Revelation or Light.

He may Requisition Psy-Cannon Bolts or, if third level, a Psy-Cannon or Psilencer.

Quartermaster:
The Quartermaster can Requisition a Tarantula, a Needle Pistol, a Needle Rifle, a Ripper Pistol, Phosphor Grenades or a Rangefinder. At level three, he can Requisition a Taurox Transport, Plasma Gun, Heavy Flamer or Slabshield.

Rogue Psyker:
The Psyker must not have chosen Sanctum as their main path.
Daemonology: the Rogue Psyker gains Daemonology as a Bonus Feat. This replaces the Sphere gained by Forbidden Lore, but not the rest. At third level, the feat is gained a second time instead of Summon Beast.
Empowered Psykic Activity: if Clairvoyancy was chosen, Know Vulnerabilities is granted.
As Dark Gifts, the Rogue Psyker may receive mutations in the form of Fleshgrafts.

Shock Pilot:
A Shock Pilot may also pilot a Taurox as their choice of vehicle at first level. They may Requisition a Taurox Prime or, at third level, an Avenger aircraft.

Sniper:
The Sniper gains a Rangefinder. He may Requisition an Omniscope.

Tech Priest:
Entry: Forge World origins
HD: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
1. Extra Robotic, Blessings of the Omnissiah, Machine Curse
2. Cyber Command, Maglev Grace, Coax Machine Spirit
3. Best of Both Worlds, Grand Discovery, Communications Array

Extra Robotic (Ex): the Tech Priest is extra mechanical, and replaces all arms and legs with cybernetic ones. These are such good quality that he gains an Enhancement Bonus to his Strength, Dexterity and Constitution. The Enhancement Bonus is equal to his hit dice divided by three (round up). He also has proper cybernetic eyes with photon filters, rendering him immune to Blindness based on insufficient or excessive light.

Blessings of the Omnissiah (Su): the Tech-Priest has abilities that border on the magical, when dealing with technology. With a Standard Action, the Tech-Priest may restore 1d6 Hit Points per hit die to vehicle, object or Construct with just a touch. In the case of Vehicles, this also restores an equal amount of Temporary Hit Points that have been lost. Furthermore, when using an item that has a Bonus that scales with hit dice (such as Magic Items and those with the [Machine Spirit] tag), treat the bonus as one higher.

Machine Curse (Su): with a Standard Action, the Tech-Priest may also curse various objects and items. He targets one object (attended or otherwise), vehicle or Construct, which must then pass a Will Save (Intelligence-based). When the target naturally fails this, they are deactivated for 1d4 rounds - providing no magical properties or [Machine Spirit] benefits, having no ability to fire (for Firearms), losing any special abilities that can be used, and in the case of Constructs, having no actions or defences. Constructs and Vehicles affected by this also suffer 1d4 damage per hit die, direct to Hit Points and ignoring DR.

Cyber Command (Ex): at second level, the Tech-Priest assumes control of either a Cyber-Mastiff, Looting Servitor, Servo-Skull, Psiber-Eagle or Mediskull. He can control it, giving orders with a Free Action.

Maglev Grace (Su): the second-level Tech-Priest can Levitate (as the spell) at will, thanks to very precise control over magnetic fields and electrical currents.

Coax Machine Spirit (Su): starting at level 2, the Tech-Priest can coax machine spirits into working a little harder. He can always take 10 on Use Magic Device or Repair checks, even when threatened, and can push items that little bit harder: with a Firearm or a Magic Item, any effect may be Empowered, at the cost of gaining two Heat Points like a Plasma Weapon. They may be Maximised at the cost of three Heat Points. They can't be both Empowered and Maximised at the same time.

Best of Both Worlds (Ex): by level three, the Tech-Priest is so mechanical that he sits on the edge of being alive and being a machine. He only needs electrical power or food - if he receives one, that counts for the other as well. As long as he receives any of the above, he also doesn't need to sleep and is immune to Fatigue and Exhaustion. He is similarly immune to Poison and Disease, even magical varieties, however he does not gain other benefits that Constructs get, nor does he actually count as a Construct or gain their weaknesses.

Grand Discovery (Ex): at third level, the research of the Tech-Priest grants him something fantastic. Possibly he finishes deciphering an ancient STC, or perhaps he fine-tunes an adjustment to existing technology (that may or may not be approved), or delves into full-on Heretech. At any rate, he may flat-out have a Breaching Drill, Servo-Harness or Firearm (even from other races) that is a Moderate Magic Weapon.

Communications Array (Su): the third-level Tech-Priest has a built-in array of devices that are great for communications. He automatically has radio comms out to one hundred miles, Telepathy with other machines (and devices that enable audio communication) out to fifty feet, a constant Comprehend Languages and Tongues effect, and a built-in Auspex.

Equipment: Carapace Armour, Shield Robes, Repair Kit, Blessed Machine Oils, Master-Crafted Power Axe, Bolt Pistol or Hell Pistol, Auto-Scribe, Comm Bead
Requisition: Plasma Pistol, Melta Gun, Breaching Drill, Rad Grenades, Auspex, Omniscope, Any Cybernetics, Communications Kit, Plasma Syphon, Signum, Master Vox Caster
Level 3: Scout Power Armour, Refractor Field, Rad Cleanser, Combat Servitor, Digital Weapon, Conversion Field, Empyrian Brain Mines, Refractor Field

Character Archetypes (Siege Tier)
Adepta Sororitas
Ability Scores: +2 Dexterity, +2 Constitution, +4 Wisdom, +4 Charisma
Change: Stubborn (Ex): the Adepta Sororitas never takes a penalty to Will Saves, and gains a +4 Bonus to opposed Charisma Tests.
Change: Acts of Faith (Su): any Act of Faith now gets a specific benefit when the user is below 25% HP, rather than a +5 Bonus that can be added "to something". This is referred to as being an Enhancement.
-Smite Chaos: Enhancement: the creature must make a Fortitude Save (Charisma-based) or be Dazed for 1 round.
-Turn Daemons: creatures get Turn Resistance equal to their Charisma Bonus. Enhancement: anything successfully Turned is Destroyed.
-Faith Healing: at ten hit dice, this becomes Cure Critical Wounds. Enhancement: the healing is Maximised.
-Stand Firm: once per day, the Adepta Sororitas may, without using an action or making an actual decision, remove a baleful [Mind-Affecting] effect that is affecting her. Whether it is a penalty or something denying or controlling her actions, it ends instantly. Enhancement: it provides Immunity to [Mind-Affecting] effects for one minute.

Adeptus Astartes
Change Ability Scores to: +6 Strength, +4 Constitution, +2 Wisdom
Gain: Scent (Ex)
Gain: Supreme Endurance (Ex): the Adeptus Astartes character need only sleep four hours per week, has a carrying capacity as though one size category larger, and can sleep while wearing Heavy Armour or in basically any conditions if necessary. He gains a +5 Bonus on Saving Throws against Poison and Disease, and removes 5 Non-Lethal damage per round. He also treats Vile damage as ordinary damage, same with Frostburn, and is immune to being Fatigued by heat or weather, and weird crap like Altitude Sickness.
Gain: Power of the Astartes (Ex): the Adeptus Astartes character is treated as one size category larger for the purpose of things like Tripping and Grappling. (this replaces Powerful Build)
Acid Spit (Ex): this only requires a Swift Action, but does not function if wearing a helmet. I'll let you figure out why.
Combat Lore (Ex): instead of the +4 to Grapple and Trip, he no longer provokes Attacks of Opportunity from that foe, though they may still use abilities that let them make an attack of opportunity without it being provoked, or which spend an attack of opportunity to do something else.
Chapter: every Space Marine belongs to a Chapter of some description. You should decide what it is when creating the character, even if you do not take Chapter Tactics.
Anything not mentioned here remains the same

Officio Assassinorum Operative
Ability Scores: +2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
Bonus Feat: the Operative gains either Stealthy, Sharp Eyed, Slippery Contortionist, Many Faced, Expert Counterfeiter, Con Artist or Ghost Step as a Bonus Feat.

Base Classes (Siege Tier)
Assault Marine:
Pistolier: change to gaining the Pistolier ability (see above post)
He may requisition a Grav Pistol

Callidus Assassin:
Equipment: add 1 Demolition Charge
The Callidus Assassin may Requisition an Incinerator, Needle Pistol, Choke Grenades or a Void Blade.

Celestian:
Acts of Faith: Enhancement: Divine Power may instead be used as Righteous Might for the same duration, at her choice. The Phoenix Aura causes those who fail the save to catch fire, taking half damage again at the start of their next turn.
Equipment: add Phosphor Grenades
At level four, she may Requisition a Power Sarissa or a Slab Shield

Culexus Assassin:
Grenadier: the Assassin instead gains Grenadier as a Bonus Feat.
Fire in the Hole: starting at level four, the Assassin may treat his BAB as one higher for the purpose of benefits gained from the Grenadier feat.
He may requisition Phosphor Grenades

Eversor Assassin:
Killing Spree: "recently" is defined as "since the end of his previous turn".
He may Requisition a Ripper Pistol or Grav Pistol

Knight of the Flame:
Knightly Power: this is Warp Charge 2

Mechanicus Assassin:
The Mechanicus Assassin may Requisition a Grav Pistol, Omniscope, Grav-Gun, or at level four, a Rad Cleanser.

Scout Sergeant:
The Scout Sergeant has Rangefinders. He may Requisition a Signum, Photon Flares, Choke Grenades or Melta Bombs.

Seraphim:
Seize the Initiative has been changed (see above).
Pistolier: the Seraphim gains the Pistolier ability, above.
Faith (Radiant Assault): Enhancement: adjacent foes are instead Blinded for one round.
Faith (Angelic Descent): Clarification: the "within 30'" applies to her starting position and ending position, but not simply within 30' of any part of her movement. Enhancement: she may charge enemies other than the closest, and can charge "through" enemies to reach her target. Treat her movement as a Line effect, dealing 1d6 Light damage per hit die to all of them with a Reflex Save for half (Charisma-based).
Faith (Adamantine Wing): Enhancement: the DR also applies as every type of Energy Resistance ever, thus flat-out reduces all damage.
Faith (Brilliant Assault): Enhancement: the target must pass a Will Save (Charisma-based) against a [Light, Pattern] effect or be knocked out for 1 round, then Paralysed and Blinded for 1 round, then Blind for 1 round. Allies adjacent to the target must also save or be Blinded and Paralysed, then Blinded.
Twin Pistols: replace with Point-Blank Gunner: the Seraphim not only suffers no penalty for firing a Pistol in close range, and suffers no Attacks of Opportunity for doing so, but she may specifically use them "as a melee weapon", using when charging for instance. When within 30' of her foe, she treats Pistols as Twin-Linked.
Equipment: add one Medikit.
She may Requisition a pair of Webber Pistols, Phosphor Grenades, Narthecium, or an Advanced Comms Kit. At level four she may Requisition a pair of Grav Pistols.
Prestige Classes: erase Imagifer, add Seraphim Firewing

Sister Non-Militant:
Dialogus: if a Sister Pronatus, she may replace the automatic maximum ranks in Diplomacy with those in Decipher Script instead.
Famulous: if a Sister Sabine, she may gain the basic Bardic Performance ability (Inspire Courage) but does not gain Bardic Lore or the ranks in Knowledge (Nobility and Royalty).
Hospitaler: if a Sister Vespila, she has maximum ranks in Search but not in First Aid.
Faith (Litany of Litanies): Enhancement: she may instead generate an Invisibility Purge effect or a Vertigo Field effect.
Faith (Words of Value): Enhancement: she may cast Suggestion or Heroism in place of one of the other effects.
Faith (Life Touch): Enhancement: the effect (healing or duration) is Maximised.
Faith (The Passion): Enhancement: for the Power Words, she may treat the effective HP of the target as being reduced by an amount equal to her hit dice plus her Intelligence Bonus.
Faith (Words of Force): Enhancement: even if they are unaffected, they are afflicted with a Suggestion (no save) that simply prohibits one course of action for the full duration.
Faith (Kiss of Life): Enhancement: the Heal effect instead restores 15 HP per level, excess creating Temporary HP for one minute, and raising someone from the dead removes all damage.
Ally of the Inquisition: Clarification: add to her "Requisition" list any item that another Imperial character of lower level could Requisition (so she could Requisition anything available to an Assault Tier character, or any basic Requisitions for any Base Classes from Siege Tier, but must wait one level to gain access to the "Level 4" Requisitions of other classes. The level after that, she would gain access to the regular Requisitions of Siege Tier Prestige Classes). She may also Requisition starting equipment of other base classes or Assault Tier classes, not just things they Requisition.

Sister Repentia:
Faith (Armour of Contempt): Enhancement: the DR also applies as Energy Resistance against all energy types ever.
Faith (Love the Lash): Enhancement: instead of Masochism, she instead benefits from Bladeweave and Body of the Sun.
The Sister Repentia gains Phosphor Grenades. At level four, she may Requisition Melta Bombs or a pair of Lightning Claws.

Sister Superior:
Hated Foe: this also applies to any creature types she gains a Bonus against thanks to her Background (if any).
Condemnation: this is now a Move-Equivalent Action.
Faith (Redemption): Enhancement: for this saving throw, she has Evasion, Improved Evasion and Mettle.
Faith (Radiance): Enhancement: foes that fail to hit her when she uses this are Blinded for one round.
Faith (Perfection): Enhancement: the foe also suffers damage equal to her Charisma Bonus if she succeeds, that's how off-put they are.
Faith (Emperor's Guidance): Enhancement: the abilities can be cast at will while Enhancement applies.
Litany of Hate: the creatures they gain the benefits against are those that she Hates, not creatures they normally gain benefits against.
Emperor's Light: the Sister Superior and all adjacent allies automatically have Fast Healing equal to her Charisma Bonus, but (Cha) times per day she may increase this to equal her hit dice for 2 minutes.
The Sister Superior gains Rangefinders and may Requisition Phosphor Grenades, a Power Maul/Mace/Warhammer, special Bolter ammunition, or, at level 4, an Omniscope.

Tactical Sergeant:
Furious Charge: instead of the +4 Strength, he benefits from Pounce and Leap Attack.
Aura of Perfection: all shooting by those affected is Twin-Linked, and they may treat any roll of a natural 1 on a d20 as instead rolling a 10.
Maximise Grenades: instead just gain Grenadier as a Bonus Feat
The Tactical Sergeant may Requisition a Grav Pistol.

Vindicare Assassin:
The Vindicare Assassin may Requisition an Omniscope, Signum, Jammers, a Hologram Projector, a Transport Tarantula or a Psi-Occulum.
Last edited by Koumei on Thu Oct 09, 2014 3:12 pm, edited 11 times in total.
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Koumei
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Posts: 13871
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Location: South Ausfailia

Post by Koumei »

Prestige Classes (Siege Tier)
Assault Terminator:
All Teleport-based abilities require him to actually be wearing Terminator Armour at the time.
Deep Strike (Teleporter): using the one from HQ, remove the distance-based limit. They can just go "from orbit".
Deep Strike (Emperor's Lance): the Lance Strike deals 20d6 damage to all in a 200' radius from the point of impact. This damage ignores Hardness and deals full damage to objects, and can quite happily carve holes in the earth. It has the [Lance] tag too.
Assault Specialist: rename it to Assault Tactics, to help differentiate it from Assault Weapon Specialist. The benefits are toned down as well - the bonus charge damage for Thunder Hammers is just 1d8, and Lightning Claws, when going on the offensive, simply add the damage of all attacks together before subtracting DR/Hardness once. The Feat-based benefits still apply. Daemon Hammers and Power Maces/Mauls/Warhammers can use the Thunder Hammer effect, and Breaching Drills can use the Lightning Claw effect.
Fire in the Hole: he now gains Grenadier as a Bonus Feat instead.
Even in Death: this may be a Dreadnought or a Siege Dreadnought or an Ironclad Dreadnought. The player may choose.
At level five, the Assault Terminator may Requisition Centurion Armour (replacing Terminator Armour) with a pair of Breaching Drills, a pair of Flamers or Melta Guns, and either a Hurricane Bolter or Ironclad Assault Launchers built into the torso.

Astartes Pilot:
Turbo Boost: the Pilot may simply take ten on this.
Replace Vehicular Combat School simply with Vehicular Combat: whenever the Scout pilots a vehicle, it benefits from all of his [Combat] Feats, the one exception being it doesn't gain extra HP if he has feats that grant extra HP.
He may Requisition a Predator Infernus, Predator Executioner, Stormtalon, Storm Raven, Legion Sicaran Battle Tank, Land Speeder Tempest, Storm Eagle, Fire Raptor or, if level five, a Spartan Assault Tank or Caestus Assault Ram.

Avenging Angel:
Faith (Vengeance) Enhancement: a foe that takes damage from this suffers from seared flesh, becoming Fatigued until they rest, and taking double damage from all Fire and Light damage on the following round.
Faith (Eyes of Fire): Enhancement: the rays are also Empowered.
Faith (Emperor's Light): Enhancement: foes that fail the save are seared, taking double damage from all Fire and Light damage while Stunned.
Faith (Unnatural Countenance): Enhancement: foes who fail both saving throws are slain.
Faith (Righteous Vengeance): Enhancement: using the spell effects does not count against the daily limits when Enhancement applies.
Aura of Radiance: instead of Hallow, she radiates a Zone of Truth in addition to those other effects.
Celestial Traits: this becomes Angel Traits. She becomes an actual Angel, and is an Outsider with the [Good, Native, Angel] Subtypes. She still gains the ability score increases, but instead of the Damage Reduction, she has Immunity to Acid, Cold and Petrification, Low-Light Vision, Darkvision to 60', Electricity and Fire Resistance 10, a +4 Racial Bonus on Saves against Poison, and a constant Tongues effect. Her Aura of Radiance overwrites the usual Protective Aura.
Deathless Glory: if her head is destroyed and somebody witnesses this and lives, this effect does not work. If her corpse remains in Desecrated or Unhallowed ground for the duration, this effect does not work.
The Avenging Angel may Requisition a Medi-Skull or Servo-Skull.

Callidus Death Master:
The Callidus Death Master is given Choke Grenades, Psychotroke Grenades, Rad Grenades and Gas Grenades, as well as Jammers and a Hologram Projector. She may Requisition any equipment suitable for the target she is infiltrating, short of a Major Magic Weapon or equivalent. For instance, if infiltrating the Black Knights, then a Nightmare, Basic Magic Barding + Saddle, Magic Demon Armour, Fire-Resistant Kite Shield and Flaming Lance are certainly reasonable. If infiltrating Eldar, she could probably be provided with Mesh or something that looks like Eldar Carapace, along with the helmet and basic Aspect Warrior equipment, but not a Falcon Grav Tank. She may also requisition any other type of Imperial grenade or explosive.

Callidus Executioner:
Death Cultists: "but they never gain levels on their own, only gaining specific levels as follows:" should be written there, rather than "but they never gain levels. They gain a level at..."

Captain of the Astartes:
Chapter Tactics:
-Angry Marines: he can choose to subtract Power Attack penalties from his Armour Class instead of attack rolls, and gains the Rage ability of a Barbarian from Races of War, with +15' Combat Speed and +3d6 Rage Dice. Any time an enemy damages him, if he hits the enemy before the end of his next turn, he can drag or shove them up to 10' in any direction and gets a free Trip attempt. Allies with the Chapter Feat of Minotaurs also gain this ability.
-Black Templars: no change
-Blood Angels: no change
-Dark Angels: no change
-Dark Angels (Deathwing): he gains a special Teleportation Hit & Run attack: with a Full Round Action, he may Teleport Without Error up to 50 feet away, make a single attack, then Teleport Without Error up to 50 feet away again. When wearing Terminator Armour, he may Stomp as a part of every Move Action he takes - as may any allies with the Chapter Feat of Dark Angels (Deathwing). All within 30' of the Stomp that are wearing Light, Medium or No Armour must pass a Balance check or Fortitude Save (Strength-based) or fall Prone.
-Exorcists: X
-Grey Knights: no change
-Imperial Fists: change to: he gains the Heavy Weapon Specialist ability. Additionally, he is Relentless, as are any allies with the Chapter Feat of Imperial Fists.
-Iron Hands:
-Mantis Warriors: X
-Minotaurs: he doesn't deal double damage on a charge, instead doubling all of his Damage Reduction when charging, lasting until the start of his next turn.
-Salamanders: no change
-Space Sharks: X
-Space Wolves: no change
-White Scars: no change

Order of Perfection: seeing as Perfection no longer provides a flat bonus, this better version simply lets allies take 10 on any d20 roll in addition to treating attacks as Twin-Linked.
War Tactics: instead of re-rolls, in the first round of combat, enemies gain no benefits from feats that he also has, whether they be numeric bonuses or access to special actions and abilities or immunities or whatever. The exception is for things that grant extra Skill Points or Hit Points.
He may Requisition the Bike at any level, and if he's in the White Scars, he just flat-out gets one. He may also Requisition a Jump Pack.

Celestian Superior:
Faith (Sacrifice): Enhancement: she may also take the blow for an effect that would cause some other baleful non-death condition such as Petrification or being transformed into something else against their will, in which case, she suffers the effect (no save) in their stead.
Faith (Blessings of Hope): Enhancement: any number of allies may be blessed at a time (although she can only actually bless one person with one action).
Faith (Blessings of Vengeance): Enhancement: the effects last for one minute.
Faith (Never Fading Flower): Enhancement: while the Enhancement applies, she is immune to Negative Levels and Ability Damage/Drain, even removing existing Drain.
The Celestian Superior may have a Power Mace/Maul/Warhammer instead of a Power Sword, and may have a Combi-Weapon (Bolter with Plasma Gun/Melta Gun/Flamer) with a Sarissa instead of a Storm Bolter. She may Requisition Phosphor Grenades, a Simulacrum Imperialis or a Sororitas Assault Glaive. At level five she may Requisition a Sacred Standard of the Order.

Celestian Arrow:
Pinning Fire: change to "the first time she shoots a given target on any given turn..."
Faith (Divine Guidance): Enhancement: her shooting has the Wounding property when this is active.
Faith (Heavenly Burst): instead of Flamestriking, a number of times per hour equal to her Charisma Bonus (minimum 1), when shooting a target she may afflict them with both Burning Blood and Faerie Fire for one minute (Charisma-based). Enhancement: there is no saving throw and everyone's attacks against the target are resolved as Touch Attacks.
Protector: instead of Full Cover, they gain Improved Cover when next to her.
The Celestian Arrow may Requisition a Grav Gun, Suppression Shield, Simulacrum Imperialis or Slab Shield. At level five she may Requisition a Sacred Standard of the Order.

Celestian Blade:
Gun Fighter: the Celestian Blade instead gains the Pistolier ability.
Protector: instead of Full Cover, they gain Improved Cover when next to her.
Point-Blank Killer: seeing as this is basically subsumed by Pistolier, she instead gets Point-Blank Gunner: the Seraphim not only suffers no penalty for firing a Pistol in close range, and suffers no Attacks of Opportunity for doing so, but she may specifically use them "as a melee weapon", using when charging for instance. When within 30' of her foe, she treats Pistols as Twin-Linked.
Faith (Fireball Princess): the Fireball does whatever damage the actual gun does, and seems for all intents and purposes to be a surprisingly large blast from the impact of the shot. Enhancement: anyone who fails their save against the Fireball is rendered weakened, suffering double damage from the damage type the Fireball until the end of her next turn.
The Celestian Blade may elect to have a pair of Spectris Pattern Bolt Pistols or Grigor Bolt Pistols instead of Master Crafted Bolt Pistols. She may Requisition a pair of Grav Pistols or Web Pistols, Special Bolter Ammunition, a Similacrum Imperialis, a Suppression Shield or Slab Shield. At level five, she may Requisition a Flaming Assault Glaive with a built-in Hand Flamer (instead of the Bolt Pistol) with Holy Promethium, or a Sacred Standard of the Order.

Chaplain:
Even in Death: the level five Chaplain is so valuable that, if slain and enough remains to be recovered (the entire brain), he can be entombed in a Dreadnought. The basic Dreadnought Power Fist is replaced with a massive Crozium Arcanum (with a Storm Bolter or, as a Requisition, a Heavy Flamer, Grav Gun or Melta Gun), and he still bears the Rosarius, Iron Halo and Purity Seals. The non-Rosarius arm can have any normal Dreadnought weapon option or, as a Requisition, a Flamestorm Cannon.

The Chaplain may Requisition a Grav Pistol, Relic Blade or, if fifth level, a Blessed Weapon or Land Raider Crusader or Redeemer with Pilot (requires 18 ranks in Diplomacy).

Culexus Death Master:
Furious Charge: replace the Strength increase with "and benefits from Leap Attack".
Triple-Throw: replace this with Explosive Cascade: when using a Full Attack solely to throw grenades, flasks and similar things, he gains yet another attack at his highest attack bonus (two if dual-wielding), for a total of two (or four) bonus grenades thanks to the Grenadier Feat.
The Culexus Death Master automatically gains twice as many grenades as normal (20 of each, typically), and can Requisition any types of Imperial Grenades or, at level five, a Nemesis Warding Stave or Null Rod.

Culexus Executioner:
Invisibility: anybody who views him with See Invisibility or True Seeing gains one Warp Point.
The Culexus Executioner may Requisition additional Etherium Derivatives, a Grav Gun or Grav Pistol, or at level five, a Null Rod.

Death Company Blood Angel:
Fast Movement: this only applies when in a Rage.
His Chainsword may be a Greatsword, and he can in fact have any variety of Power Weapon, not just a sword. He may Requisition a pair of Lightning Claws or an Omniscope. If fifth level, he may not Requisition an Immolator with a Pilot but may instead Requisition a Razorback with Pilot.

Deathwatch Veteran:
Requirements: Space Marine Sergeant or Scout Sergeant
Hit Die: d10
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
1 Xeno Hunter (Bonus Feat), Scent
2 Overwatch, Xeno Defence Training
3 Assault Weapon Specialist, Rapid Reload
4 Xeno Defence Training, Blindsight
5 Know Thy Enemy, Death Attack

Xeno Hunter: the Deathwatch Veteran has exceptional experience in fighting aliens. He gains a Bonus Feat from the following: Ghost Hunter, Faerie Stabber, Giant Slayer, Plant Killer, Dragon Slayer, Seafood Chef, Killer of Change.

Scent (Ex): the Deathwatch Veteran can smell an alien from miles away, and indeed, has a generally crazy honed sense of smell. He gains all the benefits of the Scent ability.

Overwatch (Ex): each turn, the second-level Deathwatch Veteran may designate a 10x10' square within the first range increment of a Firearm he is wielding. Doing so is a Free Action. Until the beginning of his next turn, entering that area provokes Attacks of Opportunity from him, which may be made with a ranged weapon, even a firearm.

Xeno Defence Training (Ex): at levels two and five, the Deathwatch Veteran learns a special defensive trick based on the aliens he hates the most. He may choose from the following:
*Eldar: the hail of Eldar ammunition teaches the importance of being able to weather the storm - you can't dodge every shot, but if they can bounce harmlessly from you, you needn't waste energy dodging any of them. The Veteran gains Hardness equal to his Constitution Score.
*Necrons: it turns out some things are slower than space marines, and those things are called Necrons. When fighting them, Space Marines learn the value of mobility and controlling the pace, something they rarely get to do by traditional means. The Veteran's Movement Speed gains a 20' increase, halved if wearing Heavy Armour, and he gains an extra 5' step per round. Also, he gains Electricity Resistance equal to his hit dice.
*Orks: Orks use a very simple, direct and brutal form of combat, and the best way to defend against it is to just be tougher, and a better fighter. The Veteran increases his Natural Armour, Damage Reduction and Fast Healing by 3 points each, and gains an extra Attack of Opportunity each round.
*Tau: the high-powered shots from Tau ranged weaponry is most deadly when it hits a weak point, blasting people to bits. Somehow, the Veteran always knows when he's about to be horribly killed and can move just enough to deflect the brunt of the attack - or maybe it's just that his bones are extra dense. Whatever the reason, he is immune to extra damage from Critical Hits.
*Tyranids: the rending claws of Tyranids are not their most dangerous weapons, merely their most obvious ones. The true danger lies in their venom (particularly venom cannons) and living ammunition. The Veteran's morphic biology has thankfully learned how to solve this: he is Immune to all Poisons and Diseases, even magical ones, and things specified as being living ammunition or "continuing to crawl through their skin like a Linkin' Park song" or plant/fungal/insect infestations count as Disease for this. This does not confer Immunity to Acid, however, so a Venom Cannon will still sting a bit.

Assault Weapon Specialist (Ex): at third level, the Deathwatch Veteran gains the Assault Weapon Specialist ability, because he's that good at blasting people with assault weapons.

Rapid Reload (Ex): the third-level Deathwatch Veteran can reload Bolt Pistols and Boltguns with a Free Action, and anything else reduces the loading time by one step (Full Round, Standard, Move-Equivalent, Swift, Free).

Blindsight (Ex): at level four, the senses of the Deathwatch Veteran have been honed so well that he has Blindsight out to fifteen feet.

Know Thy Enemy (Ex): the fifth-level Deathwatch Veteran is so good at figuring out how aliens think that it's scary - he can basically predict precisely what they are going to do when he spots them. When Initiative is rolled, his player may designate one enemy that is an Ork, Orc, Half-Orc, [Goblinoid] creature, Elf (including Drow), Half-Elf, Eldar (including Dark Eldar), Tau, Kroot, Vespid, Necron (of any variety), Tyranid (of any variety) or other "basically one of the xenos from 40k". The DM must state whether that foe is about equal strength (within 1 level), a bit weaker/stronger (2-3 levels apart), much weaker/stronger (4+ levels apart), and also the following: what it's first action is going to be, assuming nobody else attacks it first, what it will do if he attacks it, and whether it will retreat, surrender or fight to the death should it start to lose. Any declarations are then locked in place and must happen.

Death Attack (Ex): if the fifth-level Deathwatch Veteran spends a Full Round Action studying a target who, had he instead attacked, would be denied their Dexterity Bonus to Armour Class, then on his next turn, if he hits them at least once, they must pass a Fortitude Save (Int-based) or be instantly slain.

Equipment: Auspex, Rangefinders, Advanced Communications Kit, Frag, Krak and Gas Grenades, Venom Talon, Power Armour, Combi-Weapon (Bolter with Plasma, Melta, Flamer or Grav Gun), Inferno Bolts, Kraken Bolts, Hellfire Bolts Dragonfire Bolts

Requisition: Tempest Bolts, Latheworld Hyper-Penetrator Bolts, Stalker Bolts, Metal Storm Bolts, Needle Pistol, Webber, Grav Gun, Plasma Gun, Flamer, Plasma Grenades, Power Weapon, Heavy Bolter + Harness, Rad Grenades, Plasma Syphon, Astartes Bike

Level 5: Lightning Claws, Digi-Weapons, Missile Launcher, Flyer Craft, Conversion Beamer, Rad Cleanser, Terminator Armour with Storm Bolter and any Power Weapon or Power Fist

Devastator Marine:
The Devastator Marine is proficient with Heavy Armour.
Heavy Weapon Specialty: the Devastator gains Heavy Weapon Specialist instead.
Bulging Biceps: see the general rule for this
Explosive Cascade: the Devastator never merely wrecks vehicles when reducing them to or below 0 Hit Points. They always explode out to a radius equal to their own base size (so anything within 15' of any edge of a Huge vehicle, for instance), for a number of d6 of damage equal to their Armour Bonus. A Reflex Save (DC 20) halves the damage of an exploding vehicle. An exploded vehicle is beyond repair.
The Devestator Marine may choose a Grav Cannon as one of his weapons, and has a Rangefinder and Vox Caster. He may Requisition an Omniscope or Advanced Communications Kit or a Demolition Charge. At level five he may Requisition a Grav-Suspensor Harness, or a suit of Centurion Power Armour with a Hurricane Bolter (torso-mounted) and a pair of Heavy Bolters, pair of Las-Cannons, or Grav-Cannon and Grav-Amp. As an additional Requisition, he may swap the Hurricane Bolter out for a Missile Launcher.

Eversor Death Master:
Reaction Overload: he must choose to do this before the results of the attack roll are made, and this only applies against effects with attack rolls.
Rampage: he may combine this Standard Action with a Move Action to instead get a Full Round Action.
Note: the time-delay explosives are simply regular ones that are pre-set to have a 30 second delay, typically so he can prime and drop a bunch and run off and cause destruction elsewhere by the time they explode. One dose of Night Dust Sedative calms him down to being just somewhat aggressive and active and alert, like a normal soldier, for 3d6 minutes.
The Eversor Death Master may Requisition a Spectris-Pattern Bolt Carbine, a Siege Drill or a Hades Breaching Drill.

Eversor Executioner:
Dual-Wielding Maniac: the third-level Eversor Executioner may wield Rapid Fire and Assault Firearms (except for [Bulky] ones) as Pistols.
Phone A Friend: I'm lazy, so see the Captain for the Lance Strike rules.
The Eversor Executioner receives Jammers and an Autoscribe. He may Requisition an Omniscope, a pair of Plasma Guns, a pair of Flamers, or a pair of Grenade Launchers.

Honour Guard:
The Power Weapon and Digital Weapon can be any variety he likes.
The Honour Guard may Requisition a Power Fist, Pair of Lightning Claws, or a Storm Shield.

Hunter of Chaos:
Deep Strike (Seize the Objective): this is changed, as with other classes above.

Librarian:
Psykic Discipline: the 1/day ability gained at level five has a Warp Charge of 2.
Channel Power: "through a Force or Rune weapon"
Auxiliary Power: these have a Warp Charge of 2
Psykic Apocalypse: these powers have a Warp Charge of 3
Master of Rites: the two powers must have a casting time of one Standard Action or less, and doing this increases the Warp Charge by 1 for both of them.
Equipment: replace "Rune Weapon or Force Rod" with "Force Weapon (any basic variety)". The Librarian may Requisition Psycannon Bolts. If a Grey Knight Librarian, he may Requisition a Psilencer and although he cannot gain a Drop Pod, at level five he flat-out gets the Terminator Armour and may Requisition a Land Raider with a Pilot.

Martyr:
Faith (Eyes of Fire): change it to "Incendiary Glare". With a Standard Action, the Martyr may gaze upon enemies and bombard them with holy fire. She unleashes a blast of flame out to a 75' long/wide Cone, dealing 1d6 Fire damage per hit die. A Reflex Save (Charisma-based) halves the damage. Anyone who fails the save catches fire for 1d4 rounds.
Faith (Aspiration): all allies within 15' of the Martyr, not including the Martyr herself, automatically apply Enhancement to their Acts of Faith. Enhancement: this applies to all allies within line of sight.
Faith (Radiant Touch): this creates a targeted Greater Dispel Magic, except for each effect Dispelled, they are treated as passing through one layer of a Prismatic Wall (maximum 7). Enhancement: this may be used once per round with a Swift Action.
Faith (Shrouds of Light): Enhancement: this also applies to adjacent allies.
Faith (Imperial Glare): Enhancement: shielding the eyes is no good, they just have to pass the Fortitude Save.
Regeneration: this can even be used to regrow or reattach limbs. It ceases functioning in a Desecrated or Unhallowed area.
Rejuvenation: once brought back by this, the ability does not function for an entire seven days - if she dies again in the meantime, it's for good.
Divine Glory Acts of Faith:
-Protection From Evil: Enhancement: the bonuses are doubled
-Bless: Enhancement: the benefits last twice as long
-Aid: Enhancement: the benefits last twice as long
-Detect Evil: Enhancement: the effects are constantly on
-Cure Serious Wounds: Enhancement: this is Maximised (39 HP)
-Neutralise Poison: Enhancement: the subject is Immune to Poison for 1 hour
-Holy Smite: Enhancement: Evil creatures that fail the Save are Stunned for 1 round.
-Remove Disease: Enhancement: the subject is Immune to Disease for 1 hour
-Dispel Evil: Enhancement: the banishing effect has no Save or SR
-Holy Word: Enhancement: this can only be used when Enhancement would apply.
-Holy Aura: Enhancement: this is constantly on
-Hallow: Enhancement: this is constantly in effect, radiating in a 15' radius from the Martyr
-Mass Charm Monster: Enhancement: this can only be used when Enhancement would apply
-Summon Monster IX: this always summons a Celestial Roc or 1d3 Celestial Dire Bears or 1d4+1 Avoral. Enhancement: if summoning a group of creatures, it is maximised.
-Resurrection: Enhancement: it functions as True Resurrection
The Martyr may Requisition a Drop Pod, a Demolition Charge, or a Laud Hailer and Holographic Projector. At level five, she may Requisition an Exorcist tank with Pilot (requires 18 ranks in Diplomacy and 18 ranks in Knowledge (Nobility and Royalty)).

Master of the Forge:
Invention: it may instead be a Pistol, Rapid Fire, Assault or Heavy Firearm, in which case it cannot have another firearm built in (yo dawg), but can have any of the other benefits. It may also be a Shield or suit of Armour, and can have a weapon (Melee, Pistol, Rapid Fire or Assault) built into it, and can have any of the other listed benefits.
Servitors: these need not be things with "Servitor" in the name - if he wants, he may have a Medi-Skull, Servo-Skull, Psiber-Eagle, Cyber-Mastiff or Firewasp.
Plasma-Proof: replace the benefit with "against enemy fire he is treated as having a Plasma Siphon, and he never gains Heat Points from Plasma weapons."
The Master of the Forge may Requisition (or requisition parts to build) more Servitors, a Conversion Field, a Grav Pistol, a Grav Gun, a Grav-Suspensor Harness, or a Plasma Gun.

Mechanicus Death Master:
EYE BEAMS!: "and any other ranged attacks she makes against them in that round are also Twin-Linked". Additionally, the eyes emit tiny pulses of light and electricity as part of a detection system that grants Blindsense out to 10 feet and allows her to attempt to Disbelieve Visual Illusions that lack heat/electricity/radiation.
Face Augmentation: this can only be used for the Piercing attack, not the punching.
Electrical Discharge: additionally, the static field she emits causes all Incorporeal and Ethereal creatures within 10' to lose those traits until they leave the area.
Cyber-Reincarnation: replace "Cyber-Reincarnation Shell" with "Imperial Knight Paladin or Knight Errant"
The Mechanicus Death Master gains a Vox Caster, built into her frame. A fifth-level Mechanicus Death Master (that has not been Cyber-Reincarnated) may Requisition a Valkyrie or Vulture aircraft if she has at least 10 ranks in Pilot.

Mechanicus Executioner:
Followers: the followers are both Storm Trooper/Tech-Priest 3/3. They then become Storm Trooper/Tech-Priest/Electro-Priest 3/3/4. The Fighters are still gained and unchanged.
Mind-Link: "...even for aircraft, and for any mission is granted (not as a Requisition) a Lightning Fighter, Valkyrie Transport, Aquila Lander or Avenger Fighter. At level five, she can even control [Super Heavy] vehicles, and can instead ask for a Stormlord, Shadowsword, Baneblade, Marauder Bomber, or Imperial Knight Paladin."
The Mechanicus Executioner may Requisition a Rad Cleanser, a Vulture Aircraft, a Basilisk or a Vindicator. At level five, she may Requisition a Thunderhawk Transport, a Cerastus Knight Lancer/Castigator/Acheron, a Questoris Knight Magera, or an Imperial Knight Errant.

Mistress:
Redemption: "the Mistress is redeemed."
Sharpen Rage: this also applies to Frenzies (such as Whip Into Frenzy), Ki Frenzies and other bizarre things that basically work off the Rage mechanic.
Intimidating Battlecry is now an Act of Faith. Enhancement: affected enemies are also Slowed for the duration of the [Fear] effect.
Replace Whipping Frenzy with Lightning Lash (Ex): with a careful flick of the wrist, the Mistress can actually launch lightning bolts at people using a Neuro Whip. With an Attack Action, she may launch a Line of lightning out to 120 feet, 5' wide. This deals 10d6 Electricity damage to all in the area, with a Reflex Save for half (Dexterity-based). If wielding two such whips, then instead of launching twice as many bolts, there is just more electricity in any given bolt, allowing it to chain out as per Chain Lightning.
Spiral of Death is moved to level five. At level four, she gains Photon Whip (Ex): with a Standard Action, the Mistress may lash out in such a way that the Neuro-Whip "sticks", electrical currents holding it to the target and bombarding them with so much energy that even non-living systems are over-ridden. A living target takes damage as normal if hit, and must make a Fortitude Save (Dexterity-based) or be Paralysed until she chooses to let go (although that arm and whip cannot be used for other tasks until then). Every round they take damage again. A non-living target that has a power source or magic source must pass a Fortitude Save (same DC) or short out, becoming inactive and non-functional until she breaks the hold.
Inspire Horror is now an Act of Faith, and she must use a Move-Equivalent Action to cause an ally to radiate the horror for one round. Enhancement: this affects all of her allies that are in a Rage, automatically without her needing to spend an action.
The Mistress gains a Laud Hailer and Medi-Kit. She may Requisition a Grigor Bolt Pistol, Phosphor Grenades or Melta Bombs.

Ophanim:
Dominion (Ex): at first level, any time the Ophanim fires upon an enemy, any allied vehicles completely ignore Cover (other than Total Cover) and Concealment from that target until the start of her next turn. Similarly, any time an allied vehicle fires upon an enemy, she ignores their Cover (other than Total Cover) and Concealment until the start of the vehicle's next turn. They not only compliment one another, they complement each other as well!
Rites of Assault: she instead gains Assault Weapon Specialist
Faith (Battle Hymn): Enhancement: this requires no action to activate or maintain.
Faith (Sacred Floral Blitz): Enhancement: the entire area is then covered in a Briar Web effect, albeit one that does not impede or harm the Ophanim or her allies.
Fast Attack: when she is piloting or even riding in a vehicle, she may use this Free Action to improve the base speed of the vehicle by 10 feet until the start of her next turn.
The Ophanim's equipment is changed to: Frag, Krak and Choke Grenades, Rhino (with Pilot if she has less than six ranks in Pilot), Cluster Mines, Condemnor or Storm Bolter or Shotgun, Melta or Flamer
She may requisition an Immolator, a Repressor, vehicle upgrades, Psybolt Ammunition, Psyflame Canisters, Holy Promethium, Blessed Ammunition, a Stingray, Jammers, a Grenade Launcher, or an Omniscope. At level five, she may Requisition a Valkyrie or Avenger Fighter (both requiring 10+ ranks in Pilot and Diplomacy), an Exorcist Tank (requiring 10+ ranks in Pilot and 18+ ranks in Diplomacy), or a Rosarius.

Ordo Hereticus Inquisitor:
Seize the Truth: with a Bluff check (opposed by Sense Motive), she can leave them unable to guess what she wants to hear, so if the threat or torture is successful, they will babble the truth (amongst other "helpful" information and guesses). Given the lack of subtlety involved in Inquisitorial Interrogation and the fact that you generally need to lead people if you want useful answers, she receives a -4 Circumstance Penalty to the Bluff check. The results of this opposed check and the percentile roll should remain hidden from the player.
Psychic Power: if she previously was unable to be a [Psyker] or take [Psyker] feats, this is no longer the case. Psychic Communion has no Warp Charge, the others are Warp Charge 1.
Call Bombardment: this delivers one Lance Strike (see the Captain, above) per minute for 1d10 minutes. The strikes don't all hit the exact same point - designate the central point, then determine the direction of "scatter" (as for dropped items, grenadelike weapons that miss and so on). It then deviates 2d6*10 feet in that direction, although if a double is rolled, no scatter occurs and it is perfectly accurate. The Inquisitor may also, if given sufficient reason, declare Exterminatus on a world: signing the death warrant of an entire planet. She must actually have the resources available, otherwise the request could take years to go through. This is always a measure of last resort, and pisses the Lords of Terra off.
The Inquisitor may Requisition a Psiber-Eagle.

Ordo Sicarius Inquisitor:
Seize the Truth: with a Bluff check (opposed by Sense Motive), he can leave them unable to guess what he wants to hear, so if the threat or torture is successful, they will babble the truth (amongst other "helpful" information and guesses). Given the lack of subtlety involved in Inquisitorial Interrogation and the fact that you generally need to lead people if you want useful answers, he receives a -4 Circumstance Penalty to the Bluff check. The results of this opposed check and the percentile roll should remain hidden from the player.
Call Bombardment: this delivers one Lance Strike (see the Captain, above) per minute for 1d10 minutes. The strikes don't all hit the exact same point - designate the central point, then determine the direction of "scatter" (as for dropped items, grenadelike weapons that miss and so on). It then deviates 2d6*10 feet in that direction, although if a double is rolled, no scatter occurs and it is perfectly accurate. The Inquisitor may also, if given sufficient reason, declare Exterminatus on a world: signing the death warrant of an entire planet. He must actually have the resources available, otherwise the request could take years to go through. This is always a measure of last resort, and pisses the Lords of Terra off.
The Ordo Sicarius Inquisitor may Requisition any basic Equipment or basic Requisition for any variety of Imperial Assassin. This does not include Executioners or Death Masters.

Paladin:
Holocaust: the powers all have a Warp Charge of 1, except for Parboil and Incendiary Cloud, which have a Warp Charge of 2, and Gate, which has a Warp Charge of 3.
Empty Soul: replace "and never gains Warp Points" with "and when rolling Warp Points, loses one Point for every 1 rolled, without suffering damage".
Holy Sphere: the powers all have a Warp Charge of 1, except for Energy Immunity, Spell Turning, Holy Aura, and Tomb of Light, which have a Warp Charge of 2, and Holy Word and Last Judgement, which has a Warp Charge of 3.
The Paladin may Requisition any variety of Nemesis Force Weapon, or Narthecium. At level five he may Requisition a Nemesis Dreadknight, with one Nemesis Force Weapon appropriate to its size and one Psy-Cannon, Psilencer or Incinerator appropriate to its size.

Palatine:
Faith (Repentance): Enhancement: this may only be performed when Enhancement is active.
Faith (Brilliant Aspect): Enhancement: this lasts for five minutes.
Faith (Shimmering Radiance): Enhancement: all enemies within Line of Sight must pass a Fortitude Save (Charisma-based) against a [Light] effect or be rendered permanently blind. Creatures sensitive to Light suffer a -4 Penalty on the saving throw and suffer 10d6 damage if they fail it. Undead that are vulnerable to the light treat her presence as actual sunlight and must instead save against being destroyed.
Heroine Overdose: instead of the extra damage, "any time the fifth-level Palatine strikes someone in melee, she leaves them seared. Until the end of her next turn, any time they take Fire or Light damage, her Charisma Bonus is added to the amount of damage suffered."
The Palatine has a Flaming Power Weapon instead of a Relic Blade. She may Requisition a Relic Blade, Eviscerator, Burning Brazier, Blazing Maul, or Sororitas Assault Glaive. At level five, she may Requisition a Blessed Weapon.

Pegasus Knight:
Faith (Shooting Star): the Luck Bonus only applies to Attack rolls. Enhancement: allies also ignore Cover (other than Total) and Concealment until the beginning of her next turn. The Force damage is added to the DC to avoid Planetary Collision.
Faith (Wings of Faith): Enhancement: Wings of Flurry is Quickened.
Faith (Angelic Knight): this is no longer an Act of Faith. Instead, at level five, she changes her Type to Outsider [Good, Native, Angel] and gains all the traits of an Angel.
Princess Knight: add Persuasive to the list of Feat options.
Equipment: Power Sword may instead be a Power Mace/Maul/Warhammer. Replace Large Steel Shield with Suppression Shield. She also gains a Medi-Kit. The Pegasus Knight may Requisition a Slab Shield or Narthecium.

Penitent:
The Penitent Engine begins equipped with a pair of Power Fists, with connected Heavy Flamers. The Penitent may Requisition Extra Armour, a Truesilver Hull, Laud Hailers, Blood Claws (replacing Power Fists), a Cage of Condemnation, a Hurricane Bolter, or Frag Launchers. At level five, she may Requisition a Flamestorm Cannon (replacing a Heavy Flamer), Eviscerator (replacing a Power Fist), or Multi-Melta (replacing a Heavy Flamer).

Retributor:
Heavy Weapon Rites: replace with Heavy Weapon Specialist
Bulging Biceps: this uses the standard rules for Bulging Biceps
Faith (Relentless Rage): instead of the usual effects, this "Rage" causes her to gain the Relentless rule, and allows her to fire Heavy or [Bulky] Assault Firearms as melee weapons - benefiting from a Charge or Power Attack, not provoking Attacks of Opportunity and so on. However she must pass a Will Save each round (Charisma-based) or advance towards (with a Move Action at least) or charge a visible enemy. Enhancement: each round, three of her attacks benefit from +3d6 to the damage. This includes ranged attacks.
Faith (Purge the Unclean): this can be used once per minute. Enhancement: while Enhancement applies, it can be used at will.
Leadership Through Demolitions: "except for afflictions that are environmental in nature such as gravity or bad weather"
Equipment: Demolition Charge, Melta Bombs, any two weapons from the following: Mortar, Heavy Flamer, Heavy Bolter, Multi-Melta. She may Requisition an Incinerator, Frost Cannon, Transport Tarantula, or Impaler Cannon.

Sanguinary Priest:
Litany of Blood: "if they do this, they are treated as having the Pounce and Leap Attack abilities for the duration of the charge."
Equipment: any kind of Power Weapon, not just a Sword, can be paired with the Hand Flamer. The Chainsword may be a Greatsword if he so wishes. He may Requisition a Grav Pistol or Drop Pod. If fifth-level, he may Requisition a Razorback with Pilot and Gunner.

Seraphim Firewing:
Hit Die: d10
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 4 + Int
1 Faith (Firestride), Reactive Defence, Divination by Fire
2 Faith (Touch of Joy), Cleanse With Fire, Sky Beacon
3 Faith (Searing Beacon), Oppressive Heat
4 Faith (Radiant Nimbus), Symbol of Hope
5 Faith (Incinerate), Oppressive Blades

Acts of Faith (Su): as she gains more levels, the Seraphim Firewing gains access to more and better Acts of Faith.
-Firestride: the Firewing may practically transform into a burst of flame. Once per minute, she may create a fiery path that is 5' wide and has a length of up to 5' per hit die. The path begins adjacent to her square and can turn corners, move through creatures and such. She disappears, and reappears at the end of the line. All creatures touching the effect suffer 1d6 Fire damage per hit die she has, with a Reflex Save for half (Charisma-based). The flames then die out. Enhancement: the flames continue to burn for 3 rounds, dealing damage each time someone enters the square (or, for those starting their turn in it, fail to leave the square).
-Touch of Joy: at second level, the Firewing may cause wonderful feelings of warmth with just a touch, and this isn't a euphemism. She may cast Elation (Range: Touch, 1 target) and Lastai's Caress at will, though not on the same person at the same time, that would be silly. Enhancement: she can choose the effect "rolled" for Lastai's Caress.
-Searing Beacon: once per hour, the third-level Firewing may emit proper Daylight, using a Move-Equivalent Action. This lasts for a number of minutes equal to her hit dice, causes all allies within 60' (including herself) to be immune to Negative Energy Damage, Ability Damage/Drain, and Level Drain, and causes enemies within 60' to take extra damage. This extra damage equals her Charisma Bonus (minimum 1), whenever one of her allies (other than herself) deals Fire or Light damage to them. It also destroys/weakens certain undead just like actual sunlight. Enhancement: she gains the bonus to damage.
-Radiant Nimbus: the fourth-level Firewing may cast Balor Nimbus at will. It is a [Lawful, Good] effect, however. Enhancement: while this is active, she may cast Rainbow Beam as a Swift Action at will, or may end the effect to cast Radiant Assault with a Full Round Action.
-Incinerate: at level five, if a target within Close Range is already on fire, the Fire Wing may use a Full Round Action to obliterate them. She may only do this a number of times per day equal to her Charisma Bonus (minimum 1). The target suffers 250 Fire/Divine damage, which is negated with a Fortitude Save (Charisma-based). Enhancement: this can only be used when Enhancement applies.

Reactive Defence (Ex): the Seraphim Fire Wing protects her allies. Violently. Enemies provoke attacks of opportunity from her whenever they attack her allies. Furthermore, any time someone attempts to charge an ally of hers, she may use an Immediate Action to interrupt them by initiating a charge of her own against the charger. Hers is resolved before theirs, and thus is able to stop it from even happening.

Divination by Fire (Sp): by settling down in front of a fire and meditating for an hour, the Seraphim Fire Wing may cast Augury and Divination once each per day.

Cleanse With Fire: at second level, the Seraphim Fire Wing gains Cleanse With Fire as a Bonus Feat. If she already has it, she may select another [Combat] Feat instead.

Sky Beacon (Su): starting at level two, the Seraphim Fire Wing stands out, burning in the night sky in such a way that friendly Machine Spirits are drawn to her and follow. Allied Vehicles that try to follow her enjoy a +4 Bonus on any Pilot checks, and [Machine Spirit] vehicles will actively pilot themselves to get near her. They will even autonomously shoot at things she shoots at, as long as they remain within Long Range of her.

Oppressive Heat (Ex): when the third-level Seraphim Fire Wing sets fire to someone, it doesn't just burn their face off (although it does that too). The heat wears at them, and if they catch fire, they must pass a Fortitude Save (Charisma-based) or become Fatigued. This can stack to Exhausted as normal.

Symbol of Hope (Su): beginning at level four, the Seraphim Fire Wing is particularly inspiring. She does not suffer Morale Penalties, nor do any allies within thirty feet. Similarly, they all suffer half damage from [Evil] effects and treat Vile damage as ordinary damage.

Oppressive Blades (Ex): at level five, even just being cut by the Seraphim Fire Wing is serious business: once per target per round, when she damages someone with a melee attack, they must pass a Will Save against a [Fear] effect (Charisma-based) or drop their weapons and Cower for one round.

Equipment: Phosphor Grenades, Burning Brazier or Blazing Maul, Purity Seals, Valkyrie

Requisition: Sororitas Pyre Glaive, special ammunition, Spectris/Grigor Bolt Pistols, Vulture, Lightning, Avenger, Auxiliary Grenade Launcher, Simulacrum Imperialis

Level 5: Fire Raptor, Sororitas Inferno Glaive, Phosphor Missile Pod, Sacred Standard of the Order, Litanies of Faith, Golden Halo

Seraphim Imagifer:
No longer exists. Just let a Celestian take a Simulacrum Imperialis

Sister Nunciate:
Faith (Power Words): Enhancement: for the purpose of Power Word effects, enemies subtract her hit dice + Charisma Bonus from their Hit Points.
Faith (Greater Words): Enhancement: Enhancement: for the purpose of Power Word effects, enemies subtract her hit dice + Charisma Bonus from their Hit Points.
Mystic Praises: for targeted effects, any given creature can only be targeted once per minute by any given effect.
The Sister Nunciate may, if she has 10 or more ranks in Fly, Requisition an Aquila Lander, a Lightning Fighter craft or an Avenger craft. She may requisition a magical musical instrument such as Pipes of Opening or a Horn of Valhalla. At level five, she may Requisition an Imperial Knight Errant or Imperial Knight Paladin.

Sister Hospitaler-Superior:
Faith (Ministrations): the Enhancement Bonus lasts for ten minutes. This can be used once per ten minutes. Enhancement: it removes all ability damage and drain, and also grants an Enhancement Bonus to both Strength and Dexterity.
Faith (The Doctor's Touch): Enhancement: she may perform this on herself when Enhancement applies.
Faith (Bedside Manner): at level three, the Hospitaler Superior gains Basic Access to either the Healing Courage, or Vigour Sphere (her choice). Each Spell-Like Ability is an Act of Faith, and the Sphere Ability only applies when Enhancement applies. With Mister Cavern's permission, she may alternatively take the Joy or Pleasure Domain, treating it just like a Sphere - the Domain Ability used as the Sphere Ability and so on.
The Hospitaler Superior may Requisition a Vampiric Magic Dire Syringe, a Merciful Power Dagger or a Vampiric Chainsword. She may Requisition a Rhino (with Pilot) that is fully kitted out as a mobile medical facility. It can only hold perhaps five people, but is designed for surgery, with all the necessary equipment, a self-sterilising environment, a surgery table and so on. At level five, she may Requisition a Valkyrie that has those facilities. It has no wing-mounted weapons, just the front Multilaser.

Sister Pronatus-Superior:
The Heirloom can also be a Slab Shield, Storm Shield, Simulacrum Imperialis or Sacred Standard of the Order.
Faith (Imbued Brilliance): Enhancement: she may use the extra uses of items without limit.
Faith (Psi-Shock Treasure): Enhancement: Psykers that are affected automatically gain an extra number of Warp Dice equal to her Charisma Bonus (minimum 1).
She may Requisition an Omniscope or Psi-Occulum or Hades Breaching Drill.

Terminator Sergeant:
He may have any kind of Power Weapon, not just a Sword. He may Requisition a Grav-Gun or, if a member of the Space Wolves, a Frost Blade or Frost Cannon.

Vindicare Death Master:
At level five, he may Requisition a single Damnation Shell, or a Basilisk, for a very generous definition of "sniping" that probably stretches the term beyond breaking point.

Vindicare Executioner:
At level five, he may Requisition a single Damnation Shell, or a Basilisk, for a very generous definition of "sniping" that probably stretches the term beyond breaking point.
Last edited by Koumei on Sat Oct 18, 2014 4:08 pm, edited 10 times in total.
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Post by Dean »

Reading through Dungeon Crusade fully I'm curious how you would feel about expanding the high power options available to humans. As things stand Siege Tier is exclusively the realm of Assassins, Sisters, or Space Marines but there exists lots of areas in the fiction where someone could plausibly start as an unaugmented human and end up far above Space Marine caliber

Paths for characters concepts that could plausibly start at Assault Tier and level up right through Siege Tier might be things like:
Acolytes -> Inquisitors
Stormtrooper -> Imperial Hero
Nobles -> Spyrers
Rogue Traders
Ogryns

All of those things become considerably more powerful than Space Marines in the fiction. Inquisitors, IG Special characters, Ogryn, or Spyrers could all take on 2 or 3 Space Marines and probably have the stats to win. It also seems like it would add gameplay space right where Dungeon Crusade needs it which is at the bottom where there's very few classes to chose from.

If I mocked up a few classes and Prestige class mixes would you be down for that or is there a fluff reason why you prefer to keep the human centric early game small and then replace it with a genetically modified human mid game that expands considerably.
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Post by Koumei »

Dean wrote: Paths for characters concepts that could plausibly start at Assault Tier and level up right through Siege Tier might be things like:
Acolytes -> Inquisitors
Stormtrooper -> Imperial Hero
Nobles -> Spyrers
Rogue Traders
Ogryns
Ogryns don't really work - they're Ogres, it's right there in the name. They start off stronger and tougher than a Space Marine (so they're super-ogres), and then... that's it. They're not good at learning new things. About the closest you could do is have the Ogryn base race and then "take levels in Barbarian".

Acolytes could indeed become Inquisitors. The fluff bounces back and forth on whether Inquisitors are normal humans with lots of equipment and disproportionate influence or whether they're superhuman killing machines in their own right, and that leaves enough room for advancement there. I had actually sketched up some basic ideas for Ordo _____ Inquisitors.

I'm not familiar with any cases of the Tempestus MilitarumStorm Troopers excelling above Space Marine level. How good does the "Hero of the Imperium" get in the fiction?

Spyrers would be a good idea. It reminds people of one of the cooler things in Necromunda (the cooler elements generally being "not the regular gangs") and they get weird tech to play with.

Rogue Traders are another tricky one like Inquisitors. Plenty of them are "a dude with his own space ship and some other nice toys", but then others have cybernetics and combat drugs and power armour and are basically assassins in their own right.

There's also the possibility for a Primaris Psyker becoming "an even better psyker". Similarly the Tech-Priest jumping ahead into Electro-Priest, Magos or the thing I can't remember the name of that is a 10-15' tall doom cyborg.
If I mocked up a few classes and Prestige class mixes would you be down for that or is there a fluff reason why you prefer to keep the human centric early game small and then replace it with a genetically modified human mid game that expands considerably.
Go ahead. That said, I never really wanted to bridge the two tiers, but having them as optional rules could work.
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Post by Grek »

The big canonical "Hero of the Imperium" and all around role model for anyone wanting to do Dungeon Crusade style adventures in WH40K is Ciaphas Cain. His party consists of himself (Commissar Caiphas Cain), Gunner Ferik Jurgen (A Blank) and Inquisitor Amberley Vail (Who has Power Armour). His very first battle as a commissar sees him and Jurgen accidentally driving out into a Tyranid flanking maneuver, and calling in an artillery strike while fighting off a Hive Tyrant with a chainsword and a melta. They later goes on to do high level diplomacy with the Tau, fight Necrons on several occasions, stop crazy cultists from turning a planet into a portal into the warp, steal an ancient artifact of chaos from a rogue inquisitor, behead a Greater Demon of Slaanesh, unravel a genestealer cult, behead a Genestealer Patriarch raise and personally lead an army to reclaim the southern half of a planet from orcs after crash landing at the south pole, sparta-kick a planet-dominating telepath off a cliff and kill three Chaos Marines in a 3 on 1 battle on board a ship in the middle of a storm one handed. He was declared to be a saint for that last one.

You can pretty much claim that a "Hero of the Imperium" is as badass as you want them to be and still have it canonically supported.
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Post by radthemad4 »

According to tvtropes, Ciaphus Cain took on a Khorne Berzerker and completely dominated the fight, though Jurgen finished it with a Melta Gun. He apparently also dueled a Techmarine and landed a hit on his Chest Plate. He's considered a worthy opponent by the marine.
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Post by Dean »

Image
The limits of Imperial Hero stats as shown in the IG Special Characters section of their codex's are pretty high. Characters like Yarrik, Straken, Gaunt, or Colonel Schaeffer all have the stats to take on marines and win.

If you didn't want to bridge the two games what about making a 4th Siege tier "race" called Legend. It would have the base stats for being a human who's brought themselves to the limits of badassery and then you would choose an origin with options like Spyrer, Imperial Hero, or Inquisitor which would modify what you went into Siege Tier with for bonuses and gear and so on. Just like you do when making a starting human,
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Post by Maxus »

radthemad4 wrote:According to tvtropes, Ciaphus Cain took on a Khorne Berzerker and completely dominated the fight, though Jurgen finished it with a Melta Gun. He apparently also dueled a Techmarine and landed a hit on his Chest Plate. He's considered a worthy opponent by the marine.
TV tropes is inaccurate there.

The Berserker had an injured leg and he wasn't trying to kill him right off, he was playing around with Cain, having fun. Cain recognized this and Cain managed to block a few hits while Jurgen snuck up with the melta.

Cain sparred around with the Technmarine while they were cruising for a destination and pulled some sneaky street-fighting misdirection and managed to clip the breastplate. The marine again hadn't been expecting it and was more working as Cain's exercise partner (Cain got the crap kicked out of him and lost a coupla fingers after his first run-in with Necrons and was laid up for some days afterwards) than a real sparring partner. After that, Cain never got close to making contact again.

The marine chapter in question considered him a respectable warrior, having come to the conclusion that there's no shame in not being Astartes, and fighting for the Imperium--and plenty of honor in repeatedly winning and getting shit done. Which Cain has.

*read the books*
Last edited by Maxus on Sat Oct 11, 2014 10:25 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Koumei »

Dean wrote: The limits of Imperial Hero stats as shown in the IG Special Characters section of their codex's are pretty high. Characters like Yarrik, Straken, Gaunt, or Colonel Schaeffer all have the stats to take on marines and win.
Yeah, those are pretty solid numbers. I mean, Straken is very cybernetic, and as such is walking power armour, has the Toughness of a Space Marine, and is one and a half times as strong. Yarrik has Space Marine toughness just as a result of being what nails wish they were as hard as. The WS/BS is basic hero level stuff, but S/T is the bit where you go "Wow, that's pretty good". Seeing as those numbers very rarely increase with experience and training in the tabletop.

And the only Cain book I'd read was the one where he first met the Inquisitor and they stopped some Genestealers, also preventing a war between the humans and tau.
If you didn't want to bridge the two games what about making a 4th Siege tier "race" called Legend. It would have the base stats for being a human who's brought themselves to the limits of badassery and then you would choose an origin with options like Spyrer, Imperial Hero, or Inquisitor which would modify what you went into Siege Tier with for bonuses and gear and so on. Just like you do when making a starting human,
That's actually a pretty decent idea, I could go with that.
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Post by Koumei »

Additional Siege Tier Character Options:

Tech-Priest
+4 Constitution, +4 Intelligence, +2 Wisdom
+5 Natural Armour Bonus to Armour Class
Innate Damage Reduction 5/-
6d8
+4 BAB
Saves: Fort +5 Ref +2 Will +5
Skill Points: (6 + Int + 1)*9

Proficiencies:
Light, Medium and Heavy Armour
Simple and Martial Weapons
Pistol, Assault and Heavy Firearms

Background: Forgeworld/Adept of Mars
-Bionic Reconstruction (Bonus Feat)
-Skill Bonus: +2 to Disable Device and Use Magic Device
-Preferred Enemy: +2 to Spot and hit Unliving foes

Tech-Priest Class Features:
Extra Robotic (Ex)
Blessings of the Omnissiah (Su)
Machine Curse (Su)
Cyber Command (Ex)
Maglev Grace (Su)
Coax Machine Spirit (Su)
Best of Both Worlds (Ex)
Grand Discovery (Ex)
Communications Array (Su)

Analytic (Ex): the Tech-Priest doesn't bother feeling, he thinks. He adds his Intelligence Bonus to Saving Throws against [Mind-Affecting] effects.
Additionally, he does not feel Morale Penalties, and if he spends a Full Round Action studying a foe, he knows their every move:
Until the end of his next turn, he gains a 50% Miss Chance against their attacks, and can add his Intelligence Bonus as an Insight Bonus to attack and damage rolls against them.

Radioactive Targeting Signals (Su): the Tech-Priest has a built-in targeting marker. With a Move-Equivalent Action, he may make a Ranged Touch Attack against a foe within Medium Range.
If hit, they are affected as by Faerie Fire until the start of his next turn. For the duration of this, all attacks against the foe are resolved as Touch Attacks.

Tactical Algorithms (Ex): the brain of the Tech-Priest doesn't just think: it also dedicates processing power to certain hardware, allowing him to think really well about certain situations and create pathways of "If this happens, Then I will do that". Whenever the Tech-Priest readies an action, he doesn't have to declare what he's doing: he can just interrupt at any point and take a Full Round Action (or a Move Action and Standard Action, or two Move-Equivalent Actions or whatever).

Starting Equipment:
Carapace Armour or Shield Robes
Hell Pistol or Hell Gun
Auspex
Rangefinders
Repair Kit
Blessed Machine Oils
Axe of the Omnissiah
Bolt Pistol
Auto-Scribe
Comm Bead
Signum
Plasma Syphon
Omniscope
Rad Grenades
Melta Gun
3 Servitors (or similar)

Classes: Electro-Priest, Magos, Mechanicus Assassin, Myrmidon


Human Champion
Ability Scores: the Human Champion gains six ability increases (just as though he had gained 24 levels), which he may place however he wishes, with one restriction: no ability score may be given more than four of these increases. This does not include the increase gained from reaching 4 hit dice, and no such restriction exists for future ability increases from gaining hit dice.
6d10
+6 BAB
+5 Fort +5 Ref +2 Will
Skill Points: (6 + Int + 1)*9

Proficiencies:
Light and Medium Armour
Simple and Martial Weapons
Pistol, Rapid Fire and Assault Firearms

Heroic Origins:
The Human Champion selects one of the following origins, which determines their starting abilities, equipment and available class.
1. Hero of the Imperium
-Nerves of Steel (as Veteran)
-Evasion and Improved Evasion
-Favoured Enemy (as a 5th-level Ranger)
-Blind Fighting as a Bonus [Combat] Feat
-Officer's Aura (as Commissar)
-Aura of Fearlessness (as Commissar)
-Command (as Commissar)
-Pistolier as the special ability above
-Emperor's Mercy (as Commissar)

2. Agent of the Inquisition
-Uncanny Dodge and Improved Uncanny Dodge
-Opportunist
-Immunity to [Fear] effects
-Psykic Path (as the Sanctioned Psyker)
-Mental Bastion (as the Sanctioned Psyker)
-Two Bonus [Skill] Feats and one Bonus [Psykic] Feat
-Skill Mastery applied to (3 + Int Bonus) Skills
-Psykic Strike +2d8
-Orbital Bombardment (as the Ordo Hereticus Inquisitor Lord)

3. Spyrer Noble
-Sneak Attack +3d6
-Combat School as a [Bonus] Feat
-Evasion
-Rapid Strike (as the Storm Trooper)
-Scout (as the Storm Trooper)
-Idleness (Ex): thanks to having so much time to waste, the Spyrer is generally quite learned. He may make any Knowledge check untrained, and gains a +2 Bonus on Knowledge and Gather Information checks.
-Shoot First (as the Roguish Scoundrel)

Starting Equipment:
Hero of the Imperium: as a Veteran 3/Commissar 3 with one Requisition per level
Agent of the Inquisition: as an Arbiter 3/Inquisitorial Acolyte 3 with one Requisition per level
Spyrer: Orrus/Jakara/Malcadon/Yeld Hunting Rig (select one), Master-Crafted Auto-Pistol, Frag Grenades, Photon-Flares, Amasec, Lho Sticks, Comm Bead, Digital Weapon

Classes:
Hero of the Imperium, Inquisitor, Spyrer

Base Classes:
Electro-Priest
Hit Die: d8
BAB: Good
Saves: Good Fort and Ref
Skill Points: 6 + Int

1. Electric Conduits, Limitless Energy, Surge Protector
2. Tesla's Reach, Electro-Shielding, Background Electricity
3. Tesla Coil, Static, Horrifying Reanimation
4. Magnetic Overlord, Lightning Generator

Electric Conduits (Su): by making a melee touch attack as an Attack Action, the Electro-Priest can deliver a potentially lethal shock, dealing 5d6 Electricity damage. If the target suffers any damage from this after Resistances, they are Entangled until the beginning of the Electro-Priest's next turn. He may channel this through any melee attacks with metal weapons - if the attack would hit normally, it deals its full damage and effects as well as the shock. Note that the shock is not multiplied on a critical hit that the weapon rolls, although if used on its own it has a Critical value of 20/x2.

Limitless Energy (Ex): the Electro-Priest generates excessive amounts of electricity, which passively powers devices. Energy weapons (such as Las and Plasma) simply have unlimited ammunition when used by him, and there is no need to keep track of battery life for Data-Slates, Auspexes, Powered armour and so on.

Surge Protector (Ex): the Electro-Priest is highly resistant to Electricity. He gains Electricity Resistance equal to five times his hit dice.

Tesla's Reach (Su): starting at second level, the Electro-Priest can cast Chain Lightning at will (Constitution-based). Additionally, whenever he delivers his Electric Conduits attack, lightning arcs out: if another target is within 10' of the primary target, they suffer half the damage (but not the Entanglement), with a Reflex Save (Constitution-based) for half.

Electro-Shielding (Su): at level two, the Electro-Priest gains a Deflection Bonus to Armour Class from all the electromagnetic warding. This bonus is +1 per four hit dice (round up). Additionally, anybody who hits him with a natural weapon, unarmed attack or non-reach weapon suffers as though he hit them with his Electric Conduits.

Background Electricity (Su): beginning at second level, the Electro-Priest's Limitless Energy functions out to fifty feet. Not only that, but he can activate and use electrical equipment out to that range as a purely mental action. This also allows him to activate magic items that create effects when activated (as opposed to swinging a magic sword at someone). Doing so still requires he spend the actions involved.

Tesla Coil (Su): when the third-level Electro-Priest grabs or pins someone, he delivers a mighty shock of electricity that has the potential to kill them outright. Not only does this deliver his Electric Conduit, but they must pass a Fortitude Save (Constitution-based) or be Paralysed and unable to breathe for 1d6 minutes.

Static (Su): starting at level three, it becomes almost pointless to shoot the Electro-Priest with purely energy-based weapons such as Las, Melta, Flamers or Plasma. Against ranged attacks that don't have a Bludgeoning, Piercing, Sonic, Acid or Slashing component, he enjoys a 25% Miss Chance that is not the result of Concealment.

Horrifying Reanimation (Su): at level three, the Electro-Priest can animate corpses for a time by stimulating their central nervous system with precise charges of electricity. With a Standard Action, he may raise an adjacent corpse as a zombie with the Construct type. It remains animated for a number of minutes equal to his hit dice, or until destroyed. If the duration expires, he can just animate it again, but if it is destroyed, he's out of luck. He may use his own Base Attack Bonus for any of its attacks or manoeuvres. Furthermore, if someone has been dead for less than a minute, but their body is basically intact, he may use a Full Round Action to raise them as per Resurrection. There is no level loss, but they are Exhausted until they get a proper rest.

Magnetic Overlord (Su): at level four, the Electro-Priest can cast Telekinesis at will, but only on magnetic things. For fantasy metals that don't exist in the real world, assume they're all magnetic.

Lightning Generator (Su): at level four, the Electro-Priest has a constant Call Lightning Storm effect, and sheds bright light, like a torch that had a blue lens filter. He may suppress and resume these effects at will.

Equipment: Lightning Claw or Thunder Hammer, Plasma Pistol or Plasma Gun or Lightning Gun, Photon Flares, Plasma Grenades
Requisitions: Triaros Armoured Conveyor, Aquila Lander, Sentinel, Neuro Whip, additional Lightning Claw or Thunder Hammer or Plasma Pistol, Servitors, Tesla Carbine, Haywire Grenades, Tesla Destructor for a vehicle, Photon Thruster, Conversion Field
Level 4: Lascannon, Darkfire Cannon, Plasma Cannon, Staff of the Stormbringer, Krios Tank
Prestige Classes: Electro-Magos, Disciple of the Stormbringer

Hero of the Imperium
Hit Die: d10
BAB: Good
Saves: Good Ref and Will
Skill Points: 4 + Int

1. Greater Orders, Never Say Die, Bulging Biceps
2. Constant Frontiers, Aura of Heroism, Do the Impossible
3. Supreme Orders, Weapon Specialist, See the Invisible
4. Fortress of Arrogance, Aura of Eternal Glory

Greater Orders (Ex): 1 (as Tactical Sergeant or whatever)
Never Say Die (Ex): 1 (delay death, Thorns, Orders grant healing)
Bulging Biceps (Ex): 1
Constant Frontiers (Ex): 2 (movement options and survival stuff)
Do the Impossible (Su): 2 (Swift 1-round bursts of flight, true seeing, ghost touch etc)
Weapon Specialist (Ex): 3 (Pistol or Assault or Heavy, choose one)
Supreme Orders (Su): 3 (even better than tactical)
See the Invisible (Su): 3 (see the invisible)
Fortress of Arrogance (Su): 4 (reflect various mental effects, hit foe: immune to their non-damage effects until they deal damage)
Aura of Eternal Glory (Su): 4 (grant Haste or Stoneskin or Spell Resistance or Fast Healing to everyone, enemies must Save just to approach)

Equipment: Master-Crafted [Bolt Pistol or Boltgun or Storm Bolter or Hellgun or Hot-Shot Lasgun], Powered Carapace Armour, Refractor Field or Conversion Field, Grenade Launcher or Rocket Launcher or Flamer or Melta Gun or Heavy Bolter or Heavy Flamer or Heavy Stubber, Frag and Krak Grenades, Medikit, Stimm, Frenzon, Barrage, Morphia, Lho Sticks, Amasec, Rangefinders
Requisitions: Target Finders, other options from above, Hell Rifle, Plasma Gun, Plasma Pistol, Heavy Flamer, Autocannon, Chimera + Pilot, Taurox + Pilot, Jump Pack, Scout Power Armour, Slab Shield, Power Weapon
Level 4: Taurox Prime + Pilot, Valkyrie + Pilot (requires Diplomancy), Rosarius, Power Armour, Power Fist, Lightning Claw, Plasma Cannon, Multi-Melta, Las-Cannon
Prestige Classes: Champion of Humanity, Legendary Commander

Inquisitor
Hit Die: d8
BAB: Good
Saves: Good Fort and Will
Skill Points: 6 + Int

1. Selected Ordos, Supreme Influence, Spy Network
2. Defensive Roll, Mark of Terror
3. Ever-Seeking, Armour of Contempt
4. Deadly Terror, Bonus Feat

Selected Ordos (Ex): the Inquisitor has to belong to a specific Ordos. This grants a number of abilities, and also determines the path his career will take.
-Ordo Hereticus: the Inquisitor gains one of the following as a Bonus Feat: Mage Hunter, Doppelganger Hunter, Natural Empath. Additionally, all of his attacks carry the Psi-Shock rule, both melee and ranged.
-Ordo Malleus: the Inquisitor gains one of the following as a Bonus Feat: Demon Slayer, Ghost Hunter, Alertness. Additionally, any weapon he wields has the Holy Avenger property applied to it, even ranged ones.
-Ordo Xenos: the Inquisitor gains one of the following as a Bonus Feat: Seafood Chef, Faerie Stabber, Investigator. Additionally, all of his weapons and attacks have the Bane property, selecting either "Orcs (including Half-Orcs, Orks and [Goblinoid] creatures)", "Necrons (of all varieties)", "Tyranids (of all varieties)", "Tau (and Kroot and Vespids)" or "Elves (including Eldar, Half-Elves, Drow and such)".

Supreme Influence (Su): simply by revealing the mandate of his authority, the Inquisitor can make all sorts of crazy demands. This allows him to cast Suggestion at will (Charisma-based) with a Full Round Action, for the purpose of demanding people hand things over - whether items, authority, command of armies, or whatever. This does not work on anyone who is actively Hostile.

Spy Network (Ex): the various cells of the Inquisitor are always active and wandering about the place. Any time the Inquisitor visits a place, he may make a retroactive Gather Information check to learn about the place. The DC is 10 to learn basic information such as population size and the name of whoever is nominally in charge, 15 to learn how the government works, the industries and produce, weird local traditions and any political ties, or 20 to learn important information about the leaders and history. Any time he meets a person important enough to be named by Mister Cavern, he may make a retroactive Gather Information check, DC 20, to duplicate a Legend Lore effect.

Defensive Roll (Ex): Inquisitors are dealt mortal blows with such frequency that they don't live long if they don't get really good at avoiding death. Once per round when the second-level Inquisitor takes enough damage to reduce him to zero or fewer hit points, he may attempt a Reflex Save (DC = 10 + damage dealt) to negate this damage.

Mark of Terror (Su): whenever the second-level Inquisitor inquisitsinterrogates someone, this leaves a lasting impression, whether they know it or not. Firstly, it leaves an Arcane Mark for one year per hit die, that only that Inquisitor can see, for easy identification. Secondly, he can choose to leave a Mark of Justice (Charisma-based) upon them. Thirdly, as long as the Arcane Mark is active, any time he attempts to Scry upon them (through any means he has), they have no save and cannot block it via Mind Blank or similar.

Ever-Seeking (Su): starting at third level, the Inquisitor starts getting visions - on top of the usual updates from his spy networks and so on. Whenever a level-appropriate threat that falls under the purview of his Ordos is within a hundred miles, he is aware of this. Typically his dreams will be vaguely prophetic as well, and essentially this means if the players are feeling lazy, they can just go "Hey MC, throw a (Heretic/Demon/Alien) our way". It also means such things have a hard time plotting in secret when anywhere near him.

Armour of Contempt (Ex): 3 (INSERT TEXT FOR EXISTING ABILITY WITH THIS NAME)

Deadly Terror (Su): at level four, the Inquisitor can scare the life out of people in a very literal sense. Whenever he successfully Demoralises someone, they must make a Fortitude Save against a [Fear] effect or die of fright.

Bonus Feat: at level four, the Inquisitor gains a Bonus Feat. This may be a [Skill] Feat or a [Psykic] Feat.

Equipment: Carapace Armour with Power Source, Rosarius, Imperial Mandate, Power Weapon, Bolt Pistol, Rhino or Chimera with Pilot, Photon Flares, Melta Bombs, Rangefinders, Auspex, Dataslate and Auto-Quill
Requisitions: Scout Power Armour, Power Armour, Slab Shield, Aquila Lander with Pilot, Narthecium, Needle Pistol (X), Needler (X), Psyocculum (H), Scythian Talon (X), Force Weapon, Daemon Hammer (M), Condemnor (H), Power Stake (H), Psyk-Out Grenades (H, M), Holy Water (H, M), Burning Brazier (H), Hell Rifle (R), Daemon Weapon (R), Plasma Syphon (X), Rad Grenades (X), Empyrean Brain Mines (X)
Level 4: anything that a lower-level Imperial character could Requisition
Prestige Classes: Ordo Hereticus Inquisitor Lord, Ordo Malleus Inquisitor Lord, Ordo Xenos Inquisitor Lord
*X = Ordo Xenos, H = Ordo Hereticus, M = Ordo Malleus, R = this marks the character as a Radical, which is dangerous territory

Magos
Hit Die: d10
BAB: Medium
Saves: Good Fort and Will
Skill Points: 6 + Int

1. Lord of Drones, Benediction of the Omnissiah
2. Invulnerability of Steel, Mechanicum Secrets
3. Enslave Machine Spirit, Energy Pulse
4. Personal Void Shield, Mechanicum Secrets

Lord of Drones (Ex): (command robots around and override BAB/Skills/Feats over theirs) 1
Benediction of the Omnissiah (Su): (awesomesauce Blessings of the Omnissiah) 1
Invulnerability of Steel (Ex): (shrug effects off and temporarily boost DR) 2
Mechanicum Secrets: (heretech secrets, grant magic effects to gear, make super-awesome relics) 2 4
Enslave Machine Spirit (Su): (dominate technology) 3
Energy Pulse (Su): (create bursts of light, plasma, radiation, sound) 3
Personal Void Shield (Su): (fantastic protective barrier) 4

Equipment: Refractor Field, Infravisor, Frag and Krak Grenades, Omniscope, Master Vox Caster, Transport Tarantula with Maglev Platform, Master-Crafted Boltgun, Volkite Serpentis, two Servitors (Suppression Drone, Fire Wasp, Servo-Skull, Mediskull)
Requisitions: Lightning Gun, Photon Thruster, Augury Scanner, Machinator Array, Hell Rifle, Rad Cleanser, additional Servitors, Grenade Launchers for Suppression Drones (with Frag, Krak, Choke or Gas Grenades)
Level 4: Damnation Bolt, Triaros Armoured Conveyor, Breaching Drill, Lascannon, Multilaser, Plasma Cannon, Thunder Cyberwolf
Prestige Classes: Archmagos, Heretech Lord

Myrmidon
Hit Die: d10
BAB: Good
Saves: Good Fort
Skill Points: 6 + Int

1. Cybernetic Monstrosity, Relentless
2. Rending Grasp, Tactical Sensor Array
3. Secondary Munition Systems, Freed of the Flesh
4. Final Upgrades, Omnipotent Machine Spirit

Cybernetic Monstrosity (Ex): (substantial transformation, effectively has Power Armour, Large, stat boosts, Trample) 1
Relentless (Ex): (what it says on the tin) 1
Rending Grasp (Ex): (rip people in half) 2
Tactical Sensor Array (Ex): (Blindsight, 360-vision, True Seeing) 2
Secondary Munition Systems (Ex): (extra guns!) 3
Freed of the Flesh (Ex): (generally immune to "stuff") 3
Final Upgrades (Ex): (gain chest-mounted death ray and incineration cage) 4
Omnipotent Machine Spirit (Su): (communicate with all things with machine spirits, awaken magic items, immune to being Overridden) 4

Equipment: Refractor Field, Infravisor, Frag and Krak Grenades, Maxim Bolter or Volkite Charger or Grav-Gun, Rad Cleanser or Phased Plasma Fusil
Requisitions: additional weapons from the above list, Multilaser, Multi-Melta, Lightning Gun, Photon Thruster, Augury Scanner, Machnicator Array, Chain Greatsword
Level 4: Volkite Culverin, Darkfire Cannon, Irradiation Engine, Conversion Beamer, Grav-Cannon, Triaros Armoured Conveyor
Prestige Classes: Lord Destructor, Living Automata

Prestige Classes:

Archmagos
Hit Die: d10
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 6 + Int
1. Mechanicum Secrets, Cold Intellect
2. Imbue Resilience, Omnidirectional Scanner
3. Archaeotech Specialist
4. Imbue Tactics
5. Mechanicum Ascendancy

Champion of Humanity
Hit Die: d8
BAB: Good
Saving Throws: Good Fort, Ref and Will
Skill Points: 4 + Int
1. x
2. x
3. x
4. x
5. x

Disciple of the Stormbringer
Hit Die: d8
BAB: Good
Saving Throws: Good Fort and Ref
Skill Points: 6 + Int
1. Electro-Puppetry, Haywire Touch
2. Wraith-Phase, Retributive Lightning
3. Machine Possession, Heretech Discovery
4. Electro-Resurrection, Sky Travel
5. Ascension, Retributive Arc

Electro-Magos
Hit Die: d8
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 6 + Int
1. x
2. x
3. x
4. x
5. x

Heretech Lord
Hit Die: d8
BAB: Medium
Saving Throws: Good Fort and Will
Skill Points: 8 + Int
1. Heretech Discovery, Corrupt Machine Spirit
2. Invoke the Daemoniforge
3. Heretech Discovery
4. Profane Upgrades
5. Ascendant Heretech

Legendary Commander
Hit Die: d10
BAB: Good
Saving Throws: Good Ref and Will
Skill Points: 4 + Int
1. Ludicrous Command, Bonus Feat
2. Oppressive Aura, Command Legions
3. Overwhelming Command
4. Indomitable Aura, Bombardment
5. Impossible Command

Living Automata
Hit Die: d12
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 2 + Int
1. Towering Mechanica, Focused Mind
2. Extermination Barrage, Absolute Terror
3. Unassailable Steel, Personality Core
4. Personal Gellar Field, Destroyer Barrage
5. Personal Void Shield, Gekigen Flare

Lord Destructor
Hit Die: d10
BAB: Good
Saving Throws: Good Fort and Will
Skill Points: 4 + Int
1. Glare of Destruction, Imbue Ferocity
2. Overload Weaponry
3. Firearm Specialist (Special, Heavy or Archaeotech)
4. Void Breaker, Imbue Tenacity
5. Doomsday Device

OM Inquisitor Lord
Hit Die: d8
BAB: Good
Saving Throws: Good Fort, Ref and Will
Skill Points: 4 + Int
1. Demon Hunter, Hammer of Justice
2. Smite Daemon, Forbidden Lore
3. Psykic Harrowing, Defy Deception
4. Improved Psykic Strike
5. Know Thy Enemy, Exterminatus

OX Inquisitor Lord
Hit Die: d8
BAB: Medium
Saving Throws: Good Fort, Ref and Will
Skill Points: 6 + Int
1. Xeno Hunter, Poison Use
2. Xeno Defence Training, Sneak Attack 1d6
3. Crippling Strikes, Suppress Empathy
4. Xeno Defence Training, Sneak Attack 2d6
5. Know Thy Enemy, Exterminatus
Last edited by Koumei on Fri Dec 05, 2014 3:13 am, edited 14 times in total.
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Post by Dean »

For Human Champions what about giving them 6 points to distribute to their ability scores how they choose, with no more than 4 points allowed into any one stat. That way you can modify what kind of awesome you are along the Brains/Brawns spectrum (Creed/Yarrik)

Anyway I'll take a shot at the Spyrer Noble origin

Spyrer Noble: You are descended from a family who's wealth and decadence allowed them to hunt people for sport. You have the tools you gained from that bloodsport.

Hunting Rig: You gain a suit bristling with the highest technological armaments that money can buy. As you kill it will become more powerful. While each suit is unique they are separated into 4 broad categories, choose one.

-Orrus: The Orrus Hunting Rigs have the same stats as Scout Power Armor with a few additional features. It is fully sealed, it has an integrated Refractor field, Bio-Harness and Dispenser and an integrated Storm Bolter built into the arms. The user does not need to draw the Storm Bolter, it is always available. You may hold objects or wield other weapons in your hands while firing the Storm Bolter but it can not fire if you are holding a shield.
-Jakara: The Jakara Hunting Rigs count as Master Crafted, Powered Carapace Armor with an internal Bio-Harness and Dispenser. While wearing the rig your speed increases by +20 feet. The suit comes with a power sword and Mirror Shield. A Mirror Shield is a one handed shield which grants a +2 Shield bonus. If any Las, Plasma, or Melta based attack would hit the character if not for the Shields AC bonus the user may reflect that attack back at the original attacker. The attack roll is at the users BAB + Dex.
-Yeld: The Yeld Hunting Rigs count as Master Crafted, Powered Carapace Armor with an internal Bio-Harness and Dispenser, Yeld Wings, and a pair of laser gauntlets. Yeld Wings count as a Chameleoline cloak that also grants the same abilities as a Jet Pack. The laser gauntlets are the equivalent to a lasgun incorporated into each arm. The user may hold objects or wield other weapons and still fire either laser gauntlet as a normal attack. Firing with both has the standard penalties for two weapon fighting, counting the laser gauntlets as light weapons.
-Malcadon: The Malcadon Hunting Rigs count as Master Crafted, Powered Carapace Armor with an internal Bio-Harness and Dispenser. They also allow the user to operate under the Spider Climb and Expeditious Retreat spells continuously as well as granting the user a +2 Enhancement bonus to Dexterity. The rig comes with +1 Spiked Gauntlets integrated into the suits hands and a Web Spinner. A Web Spinner functions like a Webber except that it deals 2d6 Damage to anyone entangled by it each round who does not choose to remain totally motionless and take no physical action.
Last edited by Dean on Thu Oct 16, 2014 11:22 pm, edited 2 times in total.
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Post by Dean »

I'll continue with the Spyrer now that your updates are in: By the way, when you say they gain "Rapid Strike" as the Storm Trooper do you mean Deep Strike, Rapid Escape, or Seize the Initiative?

Spyrer
Hit Die: d10
BAB: Good
Saves: Good Fort and Ref
Skill Points: 4 + Int
LevelBenefits
1Funds, Stealthy, Sneak Attack +1d6
2Master of the Hunt, Power Up
3Sneak Attack +2d6, Armor Improvements
4Master of the Hunt, Weapon Specialization, Aura of Fear

Funds: Money is almost meaningless to you but that's not true for everyone else. You can gain a +4 Bonus to any Diplomacy or Bluff check you make.

Stealthy: Within the Underhive the Spyrer is one against a thousand, even the most direct of them learn how to avoid notice. At 1st level the Spyrer gains Stealthy (Skill feat).

Sneak Attack: Spyrers are closer to murderers than stand-up fighters. At levels 1 and 3 they gain 1d6 Sneak Attack which stacks with other sources of Sneak Attack.

Master Of the Hunt: You have mastered the art form of your particular hunting style. At 2nd and 4th level the Spyrer gains one of the following abilities based on their form. You may not choose the same ability twice.

Orsus:
-Your suit grants you an additional +4 bonus to Str and your Storm Bolter no longer provokes attacks of opportunity to fire.
-Any time you fire your Storm Bolter you may choose to either have it deal +2d6 damage OR fire in a 60ft cone, allowing a Reflex save equal to your attack roll for half.
-You suit grants you Fast Healing 1, a +4 Enhancement Bonus to Constitution and its DR increases by 5.
-Anyone you fire at with your Storm Bolter must make a Will Save (Charisma Based) or Panic for one round.
Jakara:
-Your Mirror Shield may now reflect any kind of ranged attack
-You gain an additional move action, you may use this action even during a surprise round.
-As an immediate action you may take a 5ft step to avoid an attack. If this takes you out of the range/area then the attack misses, and the foe loses their dexterity bonus to Armour Class for one round.
-You gain Pounce and the Great Cleave feat
Yeld
-Your Laser Gauntlets deal +2d6 damage and if you take a move action to aim they strike as ranged touch attacks.
-You may now make Sneak Attacks out to 200 foot range and your Laser Gauntlets get +50% to their range
-Your Wings now provide you the Hide In Plain Sight ability even while moving, however if stationary they now give you a 50% miss chance due to concealment.
-You may become invisible, as the spell "Invisibility", at will. This effect lasts for 1 minute or until discharged. Once you become visible the suit requires one minute before you may go invisible again.
Malcadon
-Your Web Spinner may now effect any target in a 15' radius burst, granting anyone within a Reflex Save equal to your attack roll to ignore.
-You gain an additional move action, you may use this action even during a surprise round.
-When you declare a charge you may shoot once at the target of your charge before moving into melee and making your charge attacks
-Your suit synthesizes a deadly poison to coat your claws. Anyone you damage with your Eagles Claws suffers 1d10 Constitution damage then and 1d10 a minute later. Each instance may be negated with a successful Fortitude saving throw (Intelligence based).

Power Up: The pistons and hydraulics powering your rig improve, boosting your muscularity. You suit now grants you a +4 Enhancement bonus to strength.

Armor Improvements: Your suits armour thickens and hardens. Your suits AC bonus increases by 2 and the DR increases by 10.

Weapon Specialization: You've mastered the tools of your craft. You gain an additional attack at your highest base attack bonus when using any weapon that came included with your Hunting Rig.

Aura of Fear: The Spyrer has murdered so many that they exude the threat of death. They radiate a 20' aura, anyone who enters the aura must pass a Will Save (Charisma-based) or be Shaken for as long as they remain in the area and for 1d4 rounds thereafter.

Equipment: x
Requisitions: x
Level 4: x
Prestige Classes: Spyrer Patriarch, Haunt
Whaddya think?
Last edited by Dean on Tue Oct 21, 2014 9:29 am, edited 5 times in total.
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Post by Koumei »

Seize the Initiative was renamed to Rapid Strike, on the grounds that there is a Deep Strike sub-ability called Seize the Initiative and we don't need five different abilities called Evil Eye.

I'll look at the Spyrer write-up in more depth once I have time. Incidentally, wasn't there a Spyrer (leader special character maybe?) that basically had the Doc Oc thing going on? And one with a massive chain-scythe? Or am I just on drugs?
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Post by Dean »

That's the Spyrer Patriarch, since that's been listed as their Prestige class I assumed that stuff would come in that class. My idea was that the Spyrer class would stick to the classic types and then the Prestige class moves beyond those to having your suit become a truly one-of-a-kind creation of your own wild imagination.
Last edited by Dean on Fri Oct 17, 2014 6:16 am, edited 1 time in total.
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Post by Koumei »

I thought that was the case, and yes, the Spyrer Patriarch is where that stuff lies. I'm also tempted to offer them a "the suit awakens and fuses with you" Prestige Class, that is equal parts Chaos Obliterators and Witchblade/Kill-La-Kill.

When I retyped the Hunting Rigs, I changed a few things. I made the shields actually work (seeing as Melta and Plasma weapons ignore Shield Bonuses), changed the wording here and there, allowed the Bolt Throwers to be used individually as Bolt Pistols, and the wings grant the benefits of Chameleoline but hand out 60' Fly (Good) rather than Counting As Jump Packs.

Given how cramped conditions are, I am totally fine with their upgrade boosting the Chameleoline as you suggested and changing the Fly speed to (Perfect) to reduce the instances of crashing into shit.
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Post by Dean »

I like all of your changes, especially the Jakara shield which is much better than mine. I read the source material again and noticed two small things. 1) that the Orsus suit has a Refractor Field in it so give him one of those and 2) That the Malcadon web spinner should deal damage to people while they're entangled. I rewrote my entries to have the Web Spinner deal 2d6 to people while they're entangled which I think is pretty reasonable. I also think we should change the Malcadon's Spiked gauntlets to integrated short swords or sickles or something. Just to let them deal d6's, so that in an actual game using Dungeon Crusade a player could just pick up a pile of d6's as their damage instead of a d4+many d6's. Just one of those little things that adds a small but noticeable improvement in the way something functions IRL.

I'm also debating if one of the general Armor Improvement abilities should be a Constitution bonus. The Orsus has a max Toughness of 5, so I feel there is probably some enhancement going on there.
Last edited by Dean on Fri Oct 17, 2014 7:35 am, edited 1 time in total.
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Post by Koumei »

I made the changes - for the claws I used the Eagle Claw, as that's a d6 weapon that is also built into the hand, sort of matches what the mini has, and also crits like a Scimitar, which is nice.

Allowing it to grant a Constitution Bonus seems fine. Possibly all Enhancements offered should just be the standard scaling amount? At any rate, I'll leave the Spyrer stuff in your hands, and I'll focus on some of the other aspects. You have a pretty good grasp of that side of things, after all.
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Post by Koumei »

So, I think I need to alter clip sizes. Basically reducing half the things so that it's clearly "this many attack rolls per clip" and not counting individual bullets. After all, I originally wrote the rule to do that, but then ended up putting 30 bolts in a magazine anyway.

While I'm fucking with that, should I go whole hog and change it to Ammo Rolls, where if you roll (sufficiently low after modifiers - or alternatively go the other way and make it "after the attack" on a natural 20) you need to roll a d6 or whatever with weapons passing the "Has ammo remaining" check on a number based on the RoF and clip size?

Or just stick with "check boxes off when you fire"?

Also, for Space Marine Chapters (the feat and the Captain ability), would it be better to cut down on all those options (Space Sharks, Angry Marines, Iron Hands, FABULOUS Warriors) and only provide write-ups for the Founding Legions? Then if you're of the Sanguine Guard you just use your Founding Legion of Blood Angels, and if you're "the last remaining Iron Warrior Loyalist" you pick Imperial Fists because they follow the same shtick.

THOUGHTS?
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