Black Crusade (Inactive)

Game Master Nethru


Character Sheet

Infamy Use Reference
0-20 Corruption
• The Heretic immediately removes all levels of Fatigue he is currently suffering.
• The Heretic immediately heals 1d5 Wounds, and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may add a +10 bonus to a single Test before rolling.
21-60 Corruption
• The Heretic immediately heals 1d5+1 Wounds and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic may reroll any failed Characteristic Test, using the same penalties and bonuses as the original Test. He must use the results of the second roll. Only one re-roll per Test is allowed.
• The Heretic may add one Degree of Success to a successful Test.
61-100 Corruption
• The Heretic immediately heals 1d10 Wounds and any Critical Damage (though the effects of any Critical Damage or Critical Hits are not removed).
• The Heretic rolls a 10 for his Initiative Roll.
• The Heretic immediately recovers from being Stunned.

House Rules
Races:
Asphodel Kroot Shapper
Berin Ork Weirdboy
• Chaos Space Marines

Skills:
• Evasion Skills like Dodge/Parry are cumulative for evading all attacks from a single opponent.
-----Ex: Enemy does 2 lightning attacks and gets 5 hits combined. If you roll dodge and get 5 successes on one dodge roll you dodge all hits.
• Skill Changes:
-----Intimidate is Strength Based
-----Psyniscience is Willpower Based
-----Tech-Use and Medicae are not used for Crafting (Use the appropriate Trade skills for crafting)

Talents:
• Minions will be Pre-Generated NPC’s from the books. Check with GM for approval.
-----Minion = Minor Minion of Chaos
-----Troop = Minion of Chaos
-----Elite = Greater Minion of Chaos

Worship:
• Chose your god at character creation and start purchasing based off worship costs. (Unless the Archetype specifies a god or GM digression)
-----If you change your god at any time then as a penalty all skills/talents cost as opposed until you have spent 5000xp and which time they revert back to the aligned gods costs.
• Marks are only gained through Gifts of the Gods rolls (no more cheesy learning 30 lore to get Mark of Tzeentch)

Starting Exp:
• If you take one of the Advanced Archtypes from one of the Tome Books you do not get any additional starting exp asides from what that Archetype gives you.
• CSM Archetype from Core Book get 3600xp to spend. +15 Corruption and +9 Infamy and +5 to one Characteristic (not infamy).

Gear:
• Force Fields:
-----Fields are only effective if they're turned on! If left active for extended periods, roll for burnout (Once per hr at cumulative -10 per roll after first hr.)
-----Activating a Field is a 'ready' action.
-----Fields are difficult to repair in the field. Fields that suffer burnout (For whatever reason) require specialized equipment to repair/recharge and thus cannot be recharged by simple tech priest potentia coil.
-----Fields show up on Auspex like a small blazing star! If stealth is important to your mission, don't use 'em!
-----Fields roll for blocks of damage for each hit not attack. ex (Lightning attack hits 4 times, that's 4 rolls to see if it blocks all 4 hits with chance of overloading on each hit).
-----Fields are no longer an "instead of evasion" but rather in addition to evasion. While it might no longer protect perfectly from a 6 hit burst, it might cut that burst down to something that can be evaded, like 2 hits.
• Legacy Weapons:
-----Non-Power weapons that become legacy are immune to breaking when parried by Power Field weapons.
• Legion Power Armour:
-----All the Legion only Power Armour sub-systems are active by default leaving the 5 normal Power Armour sub-systems available to pick for the 3 unless you pick well maintained which makes ALL sub-systems active.

Misc:
• Using the Omophagea Implant requires a Difficult Perception Test (scrutinizing the brain matter) if the creature has the Bestial Trait or is otherwise of animal Intelligence, and a Hard Perception Test if the creature is of complex Intelligence or sentient.
-----1 DoS the Marine retrieves the previous PB Rounds (minutes if non-combat) memories.
-----2 DoS the Marine retrieves the previous PB hours memories.
-----3 DoS the Marine retrieves the previous PB days memories.
-----4+ DoS the Marine retrieves the previous PB weeks memories.
-----Retrieved memories may still be confusing, fragmented, and "alien" to the Marine, described by the GM in unfamiliar sensory/emotional descriptors.
-----It could work in reverse; the GM asks the Player what the PC is attempting to learn from his use of the Omophagea, then the Player makes the Test (modified as above) and the GM gives the PC one "answer" for each DoS achieved. I would suggest at least 3 DoS to have a useable knowledge of a sentient creature's language.
• All additional rules from supplemental books will be allowed unless the GM decides otherwise during game play.

Crafting:
• There will be a set number of DoS require to create/upgrade/modify a weapon/gear/armour.
• Each roll is going to be a set value of 3 days instead of rolling 1d5 just to streamline it.
• Failures add 3 days per failure to the time it takes to complete.
• Major Failure (4 DoF or more) will result in a downgrade to the weapon (Gm's choosing)

The DoS required will be based off of availability chart. GM may modify.

Availability:
Ubiquitos - 1 DoS
Abundant - 2 DoS
Plentiful - 3 DoS
Common - 4 DoS
Average - 6 DoS
Scarce - 8 DoS
Rare - 10 DoS
Very Rare - 12 DoS
Extremely Rare - 14 DoS
Near Unique - 18 DoS
Unique - 24 DoS

Crafstmanship:
Poor to Common - +1 DoS
Common to Good - +4 DoS
Good to Best - +7 DoS

Upgrades:
Same as weapon due to complexity
Additional upgrades beyond first is +4 DoS

Special Cases:
Consult GM