Campaign Rules

Righteous Fury

Primarily because straight crit rolls are not terribly entertaining in and of themselves (and not at all because the GM got confused after playing Deathwatch), Righteous Fury is a little more akin to 1st Edition/Deathwatch/etc. If a damage die roll results in a natural 10 (or a natural X+ for weapons with the Vengeful (X) quality), the player can roll another attack with all the same bonuses and penalties as the first to “confirm” the Righteous Fury. If this roll is successful, the player then rolls 1d10 for damage. Should the player roll another natural 10/X+, they can continue to roll the extra 1d10 until they roll a non-10 (or non-X for Vengeful weapons). Yes: this means that should you roll multiple natural 10s on a semi-auto or full-auto weapon, you can try to confirm another Righteous Fury for each of those 10s. However, damage inflicted in this manner cannot be “walked” between targets. If you exceed the unfortunate victim’s wound threshold, rather than excess damage being converted to the Crit level, the player may choose to roll the usual 1d10 to determine the outcome. Alternatively they can take the flat value, especially if it’s 10+ as it is. Please note that Troop-level mooks and NPCs still cannot Righteous Fury. Higher-level NPCs are subject to the same process that players are (roll another attack to confirm, further explosions possible).

Socialising

Social rolls only have to be made when characters are directly opposing or otherwise challenging each other (e.g. attempts to deceive, intimidate, persuade or the like); all other aspects of the Influence system (particularly Disposition) will be handled by role-playing. As an example, attempting to extract information through idle conversation will require no rolls, but a direct demand for information will start the checks.

Recovering from Stun

In addition to the standard talents that allow recovery from Stun (Iron Jaw), PCs may spend a Fate Point to make a Difficult (-10) Toughness Test to recover from being Stunned. The difficulty of this test is not modified by any outside factors.

Fate points, Insanity points and the awarding thereof

Fate points refresh at the beginning of every session as per norm; Fate points may also be restored for characters performing/attempting to perform notably heroic or amazing deeds (or for players being particularly amusing, helpful, etc etc). As much as the GM would like for it to be the case, Fate points will not be docked by the GM, no matter how much he threatens it. In such a case, an NPC may be awarded a Fate point instead, assuming they are both capable of having Fate points in the first place and haven’t already crit-failed their way to an early grave.

In addition to the standard means of obtaining them, Insanity points will also be awarded for horrifying/traumatising the GM through IC acts. May be “awarded” at the same time as a Fate point for particularly nauseating creativity. Maximum of 3 Insanity points per horrific act (1d5 roll made by player, capped at 3, and not reduced by any abilities or class features).

Tech-Use Failure Table (credit to Sam for the link)

The Machine Spirits do not take lightly to fools messing with them.

Whenever you fail a Tech-Use test by 5 degrees or more, roll on the following table. For each additional degree of failure, roll again, applying all of the results. For situations where a result would be impossible or unlikely (e.g. non-flammable object catching on fire, a non-electronic device running a factory reset), roll again in place of that result unless the GM or players deem it to be appropriately entertaining enough to leave in play.

01-50: Nothing. The machine tolerates your incompetence. For now.

51-55: Is it working?. The machine unexpectedly stops responding to commands. It starts working again after 1d10 rounds.

56-60: Factory reset. You cause the machine to forget its entire history, operating as if it were brand new. All information, settings, and state are lost. This may be recoverable, but at great effort over many hours.

61-65: Burn out. You destroy a small but vital component of the machine. It cannot be used again until it is repaired by a professional with replacement parts, using the Trade (Tech-Wright) skill.

66-70: Mangled tools. You chose the wrong tool for the job. If you used any tools to aid your Tech-Use test, select one at random – it becomes unusable until properly fixed in a workshop. If no tools were used then you injure your fingers, taking a -10 to any hand-based tests for 1d10 hours.

71-75: Whoops, wrong button. You convince the machine to do something… just not what you intended. Whatever you were trying to do, the opposite effect occurs: instead of unlocking the doors, additional locks are put in place; instead of deactivating the bomb, you speed up the countdown.

76-80: What’s that noise? You trigger an alarm you didn’t know existed. The device lets out a continuous ear-splitting shriek for the next 1d10 minutes, or until you silence it with a successful Challenging (+0) Tech-Use test.

81-85: Why is everything on fire? The machine inexplicably catches fire. Make a Routine (+20) Agility check to avoid catching fire yourself. If you don’t put the machine out quickly, it is rendered inoperable.

86-90: Argh, my eyes! A shower of sparks erupts into your eyes. Make a Challenging (+0) Toughness check or be blinded for 1d5 minutes. If you roll a natural 100, you are instead blinded permanently.

91-95: Zzzap! Electricity arcs from an exposed wire, inflicting 2d10 Energy damage. You cannot Dodge or evade this (but armour and toughness still applies).

96-100: BOOM! The machine explodes violently, sending shards of burning metal in all directions. This counts as though a frag-grenade had been set off. You cannot Dodge or evade this, though others caught in the explosion can (armour and toughness still applies). The machine (or at least the console) is destroyed.

Psykers

When creating a Psyker, if or when they gain the Sanctioned trait (i.e. Adeptus Astra Telepathica background) the player may choose to roll on the Sanctioning Side Effects table below, adapted from 1st Ed. Please note that if you choose to roll, you can’t then choose to not take whatever effects you generated.

01-08: Reconstructed Skull Some part of your sanctioning fractured your skull. Perhaps it was a form of psycho-surgery, instructive beating or blast of untrammelled power that split your head like a Malfian pus-grape. You have large metal plates in your head, some of which are clearly visible. Reduce your Intelligence by 3, but gain 2 Armour to your Head location.

09-14: Hunted Your sanction-visions have induced a mild paranoia. You believe certain parts of your psyche, those amputated by the sanctioners, have gained sentience and are tracking you down. Whilst part of you realises that this is foolish, you still refuse to sit with your back to the door, just in case. Gain 1d10 Insanity Points.

15-25: Unlovely Memories Such was your sanctioning, that you visibly twitch and grimace whenever Holy Terra is mentioned. Gain 1d5 Insanity Points.

26-35: The Horror, the Horror Your hair is pure white (includes eyebrows and any existing body hair), you occasionally gibber quietly to yourself and you endure terrible nightmares every night. Gain 1d5 Insanity Points.

36-42: Pain through Nerve Induction The skin on the back of your right hand is horribly scarred. You are uncomfortable around bald, robed women.

43-49: Dental Probes You no longer have any teeth in your head. Perhaps they were shattered, or removed, or simply fled your skull in protest at the psychic agony within. You have a set of carven dentures, formed from the teeth of dead pilgrims. They are of Good quality and, should you be in position to bite someone, count as a melee weapon (Primitive (8)) that does 1d5 + Str Rending damage.

50-57: Optical Rupture Your sanctioning rituals have done great violence to your eyes. They have been removed and replaced with Common quality cybernetic senses.

58-63: Screaming Devotions Your ruined vocal cords have been replaced with a vox inducer. This thumb-sized implant gleams in the flesh of your neck. Other than granting you a rather mechanical timbre to your voice, this has no game effect.

64-70: Irradience You have seen the true power of the Golden Throne. You have no hair anywhere upon your body, face or head.

71-75: Tongue Bound Your lips, gums and soft palate are tattooed with hexegrammatic wards. You must make a Hard (–20) Will Power Test to speak the names of the Ruinous Ones (Khorne, Tzeentch, Slaanesh and Nurgle). Additionally, you stutter terribly when speaking of daemons.

76-88: Throne Wed You cleave only unto the Emperor. You gain the Chem Geld talent (see below) and a chattallium ring.

89-94: Witch Prickling Your body is covered in thousands of tiny scars. You have a thorough dislike of needles. Increase your Toughness by 3.

95-00: Hypno-doctrination Powerful conditioning causes you to chant the Litany of Protection in a whispered voice whenever you are asleep or unconscious. Increase your Willpower by 3.

Talent: Chem Geld A variety of chemical and surgical treatments have rendered you immune to the temptations of the flesh. Seduction attempts against you automatically fail, and the Difficulty of all Charm Tests made against you increase by one step (a Challenging (+0) Test becomes Difficult (–10) and so on). When you take this Talent you gain one Insanity Point.

Campaign Rules

Dark Heresy@Miks Dracohel