David Johansen
Legendary Pubber
- Joined
- May 4, 2017
- Messages
- 6,068
- Reaction score
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There was some discussion of Dark Heresy in the Humble Bundle thread and I thought I'd put down what I ran this one time for the kids at the store. I will be making a small modification in that I'll be using base wounds 3 and damage = strength +1d6 - toughess because, while it was funny, the marine going down to a bullet from a zip gun was a bit underwhelming
Characters:
Characters are defined by their statistics and wargear. The characteristics are Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Intelligence, Cool, Leadership, and Willpower. These are set by the character's race. Each can be advanced by two points through experience and training. Human, Ratling, and Gretchin player characters receive one experience point to spend. Wargear is purchased with a budget of 10 Sheckles. A character is assumed to know how to use any wargear they' possess when created. Additional equipment training takes 1 month / $ and costs $10 / month. One psychic power can be chosen per point of Willpower over 3. Alternately a character with willpower 4+ can be declared a pariah and have no psychic powers but count their Willpower as double against psychic powers.
Races:
Humans M:4, WS:3, BS:3, S:3, T:3, W:3, I:3, In:3, Co:3, Ld3, WP:3
Eldar (Space Elves) M:5, WS:3, BS:4, S:3, T:3, W:3, I:6, In:4, Co:3, Ld:3, WP:4
Squats (Space Dwarves) M:3, WS:4, BS:3, S:3, T:4, W:3, I:3, In:3, Co:4, Ld:4, WP:4
Orks (Big Green Aliens) M:3, WS:3,BS:3, S:3, T:4, I:2, W:3, In:2, Co:3, Ld:3, WP:4
Gretchin (Small Green Aliens) M:3, WS:3, S:3, T:3, I:3, W:3, In:3, Co:2, Ld:2, WP:3
Ratlings (Space Hobbits) M:3,WS:3, BS:4, S:2, T:3, W:3, In:3, Co:2, Ld:2, WP:3
Ogryns (Space Ogres) M:6, WS:4, BS:2, S:4, T4, W: 6, In:2, Co:4, Ld:2, WP:2
Tau (Fire Caste) M:4,WS:2, BS:3, S:3, T3, W:3, I:3, In:3, Co:3, Ld:3, WP:4 null
Weapons:
Unarmed: R:C, S=S-1, AP:-1
Improvised Weapon: R:C, S=S-1, AP:0, $-
Hand Weapon: R:C, S=S, AP: 0, $1
Great Weapon: R:C, S=S+1, AP:0, $2
Chain Weapon: R:C, S=S+1, AP:0, $4
Power Weapon: R:C, S=S, AP: -3, $16
Stub Pistol: R:12, S:3, AP: -1, $2
Stubber: R:12, S:3, AP: -1, Automatic (d2), $4
Autogun: R:24, S:3, AP: -1, Automatic (d2), $6
Heavy Stubber: R:30, S:4, AP:-1, Automatic (d3), $8
Las Pistol: R:12, S:3, AP: -1, Automatic (d2), Unlimited, $3
Lasgun: R:12, S:3, AP: -1, Automatic (d2), Unlimited,$5
Multi Laser: R: 36, S:3, AP: -1, Automatic (d6), Very Heavy, Unlimited, $16
Las Cannon: R: 72, S:9, AP:-2, Heavy or Very Heavy if Unlimited, $16
Plasma Pistol: R: 12, S:7, AP: -2, Hazardous, $12
Plasma Rifle: R: 24, S:7, AP: -2, Hazardous, $16
Plasma Cannon: R: 36, S:8, AP: -3, Hazardous, $24
Meltagun: R:12, S:8, AP: -3, $16
Multimelta: R:24, S:8, AP: -3, (Automatic d2), Heavy, $24
Shuriken Pistol: R:12, S:4, AP: -2, Automatic (d3), $ 12
Shuriken Rifle: R:24, S:4, AP:-2, Automatic (d3), $15
Shuriken Cannon: R:24, S:6, AP:-2, Automatic (d3), Heavy, $20
Bolt Pistol: R:12, S:4, AP:-2, Automatic (d2), $8
Bolt Rifle: R:24, S:4, AP: -2, Automatic (d2), $12
Heavy Bolter: R:24, S:5, AP: -3, Automatic (d3), Heavy, $14
Rocket Launcher: R:36, S:3 or 8, AP 0 or -2, Frag (Blast) or Krak, Heavy, $15
Grenade Launcher: R:24, S:3 or 7, AP:0 or -2, Frag (Blast) or Krack, $10
Hand Flamer: R:6, S:3, AP:0, Single Shot, Ignores Cover, $2
Flamer: R:6, S:4, AP:0, Ignores Cover, $8
Heavy Flamer: R:6, S:5, AP:0, Ignores Cover, Single Shot or Heavy, $12
Frag Grenade: R:6, S:3, AP:0, Blast, $1
Krak Grenade: R:6, S:7, AP:-2, $2
Melta Grenade: R:6, S:8, AP:-3, $8
Plasma Grenade: R:6, S:7, AP:-2, Blast, $8
Heavy weapons cannot be fired if the character moved. Very heavy weapons cannot be moved unless they are mounted on a vehicle. Characters are assumed to be carrying enough ammunition to get through three fights. Each time a weapon is used on automatic it uses up a full fight worth of ammunition. Weapons with the "Unlimited" characteristic never run out of ammunition.
Armour:
Chain: T+1, $4
Plate: T+2, -1 Move, $6
Flak: T+1 or +2 vs Ballistic, $ 6
Mesh: T+2, $8
Space Suit: T+2, -1 Move, $12
Carapace: T+3, -1 Move, $ 10
Powered: T+4, $24
Equipment:
Bike: Light Wheeled Vehicle, Move 12, Toughness 5, Wounds 5, Range 400 km, Capacity 2, open topped, $ 18
Breather Mask: ignore toxic gases and atmosphere, $2
Buggy: Light Wheeled Vehicle, Move 10, Toughness 5, Wounds 8, Range 400km, Capacity 6, open topped, $24
Medikit: Action heals 1 wound if Intelligence + d6 is 6 or greater, 3 uses, $5
Toolkit: Action heals 1 vehicle or robot wound if Intelligence +d6 is 6 or greater, 3 uses, heavy, $5
Characters:
Characters are defined by their statistics and wargear. The characteristics are Move, Weapon Skill, Ballistic Skill, Strength, Toughness, Wounds, Initiative, Intelligence, Cool, Leadership, and Willpower. These are set by the character's race. Each can be advanced by two points through experience and training. Human, Ratling, and Gretchin player characters receive one experience point to spend. Wargear is purchased with a budget of 10 Sheckles. A character is assumed to know how to use any wargear they' possess when created. Additional equipment training takes 1 month / $ and costs $10 / month. One psychic power can be chosen per point of Willpower over 3. Alternately a character with willpower 4+ can be declared a pariah and have no psychic powers but count their Willpower as double against psychic powers.
Races:
Humans M:4, WS:3, BS:3, S:3, T:3, W:3, I:3, In:3, Co:3, Ld3, WP:3
Eldar (Space Elves) M:5, WS:3, BS:4, S:3, T:3, W:3, I:6, In:4, Co:3, Ld:3, WP:4
Squats (Space Dwarves) M:3, WS:4, BS:3, S:3, T:4, W:3, I:3, In:3, Co:4, Ld:4, WP:4
Orks (Big Green Aliens) M:3, WS:3,BS:3, S:3, T:4, I:2, W:3, In:2, Co:3, Ld:3, WP:4
Gretchin (Small Green Aliens) M:3, WS:3, S:3, T:3, I:3, W:3, In:3, Co:2, Ld:2, WP:3
Ratlings (Space Hobbits) M:3,WS:3, BS:4, S:2, T:3, W:3, In:3, Co:2, Ld:2, WP:3
Ogryns (Space Ogres) M:6, WS:4, BS:2, S:4, T4, W: 6, In:2, Co:4, Ld:2, WP:2
Tau (Fire Caste) M:4,WS:2, BS:3, S:3, T3, W:3, I:3, In:3, Co:3, Ld:3, WP:4 null
Weapons:
Unarmed: R:C, S=S-1, AP:-1
Improvised Weapon: R:C, S=S-1, AP:0, $-
Hand Weapon: R:C, S=S, AP: 0, $1
Great Weapon: R:C, S=S+1, AP:0, $2
Chain Weapon: R:C, S=S+1, AP:0, $4
Power Weapon: R:C, S=S, AP: -3, $16
Stub Pistol: R:12, S:3, AP: -1, $2
Stubber: R:12, S:3, AP: -1, Automatic (d2), $4
Autogun: R:24, S:3, AP: -1, Automatic (d2), $6
Heavy Stubber: R:30, S:4, AP:-1, Automatic (d3), $8
Las Pistol: R:12, S:3, AP: -1, Automatic (d2), Unlimited, $3
Lasgun: R:12, S:3, AP: -1, Automatic (d2), Unlimited,$5
Multi Laser: R: 36, S:3, AP: -1, Automatic (d6), Very Heavy, Unlimited, $16
Las Cannon: R: 72, S:9, AP:-2, Heavy or Very Heavy if Unlimited, $16
Plasma Pistol: R: 12, S:7, AP: -2, Hazardous, $12
Plasma Rifle: R: 24, S:7, AP: -2, Hazardous, $16
Plasma Cannon: R: 36, S:8, AP: -3, Hazardous, $24
Meltagun: R:12, S:8, AP: -3, $16
Multimelta: R:24, S:8, AP: -3, (Automatic d2), Heavy, $24
Shuriken Pistol: R:12, S:4, AP: -2, Automatic (d3), $ 12
Shuriken Rifle: R:24, S:4, AP:-2, Automatic (d3), $15
Shuriken Cannon: R:24, S:6, AP:-2, Automatic (d3), Heavy, $20
Bolt Pistol: R:12, S:4, AP:-2, Automatic (d2), $8
Bolt Rifle: R:24, S:4, AP: -2, Automatic (d2), $12
Heavy Bolter: R:24, S:5, AP: -3, Automatic (d3), Heavy, $14
Pulse Cabine: R:18, S:5, AP: -2, Automatic (d2), $18
Pulse Rifle: R30, S:5, AP:-2, $15
Burst Cannon: R:30, S:5, AP:-2, Automatic (d6), Heavy $30
Rail Gun: R:36, S:9, AP:-3, Heavy, $30
Pulse Rifle: R30, S:5, AP:-2, $15
Burst Cannon: R:30, S:5, AP:-2, Automatic (d6), Heavy $30
Rail Gun: R:36, S:9, AP:-3, Heavy, $30
Rocket Launcher: R:36, S:3 or 8, AP 0 or -2, Frag (Blast) or Krak, Heavy, $15
Grenade Launcher: R:24, S:3 or 7, AP:0 or -2, Frag (Blast) or Krack, $10
Hand Flamer: R:6, S:3, AP:0, Single Shot, Ignores Cover, $2
Flamer: R:6, S:4, AP:0, Ignores Cover, $8
Heavy Flamer: R:6, S:5, AP:0, Ignores Cover, Single Shot or Heavy, $12
Frag Grenade: R:6, S:3, AP:0, Blast, $1
Krak Grenade: R:6, S:7, AP:-2, $2
Melta Grenade: R:6, S:8, AP:-3, $8
Plasma Grenade: R:6, S:7, AP:-2, Blast, $8
Heavy weapons cannot be fired if the character moved. Very heavy weapons cannot be moved unless they are mounted on a vehicle. Characters are assumed to be carrying enough ammunition to get through three fights. Each time a weapon is used on automatic it uses up a full fight worth of ammunition. Weapons with the "Unlimited" characteristic never run out of ammunition.
Armour:
Chain: T+1, $4
Plate: T+2, -1 Move, $6
Flak: T+1 or +2 vs Ballistic, $ 6
Mesh: T+2, $8
Space Suit: T+2, -1 Move, $12
Carapace: T+3, -1 Move, $ 10
Powered: T+4, $24
Equipment:
Bike: Light Wheeled Vehicle, Move 12, Toughness 5, Wounds 5, Range 400 km, Capacity 2, open topped, $ 18
Breather Mask: ignore toxic gases and atmosphere, $2
Buggy: Light Wheeled Vehicle, Move 10, Toughness 5, Wounds 8, Range 400km, Capacity 6, open topped, $24
Medikit: Action heals 1 wound if Intelligence + d6 is 6 or greater, 3 uses, $5
Toolkit: Action heals 1 vehicle or robot wound if Intelligence +d6 is 6 or greater, 3 uses, heavy, $5
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