Custom Weapon Trait: Prototype Weapons
The Prototype trait lets a weapon evolve over a campaign through tinkering and field testing. (Currently ongoing)
A fighter in the gang rolls up their sleeves between battles, applies fixes and upgrades, and either makes the weapon stronger, or wastes a pile of credits trying. It rewards gangs that invest in characterful tech-minded fighters (Van Saar Archeoteks, Orlock gearheads, etc) without being locked to any specific gang. It’s in place to make weapons work for you, making them more customisable for your gang.
Houses
Make custom factions or houses available to gangs using this pack.
Gang Attribute
Custom gang-level traits and the values gangs can pick from.
Fighters & Vehicles
Custom fighter and vehicle archetypes that gangs in this pack can hire.
Special Rules
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Refine Prototype (Post-Battle Action):During the post-battle sequence, one fighter in the gang who is available and able to carry out a post-battle activity, may be nominated as the Tek Handler. This fighter spends their post-battle action working on a single Prototype weapon in the gang's stash or wargear. The gang pays the credit cost of a Refinement, then the Tek Handler makes an Intelligence test with the modifier listed for the Refinement.
• The Tek Handler does not need to be the weapon's owner. Your dumb-but-strong Goliath can own the Prototype whilst your Leader/Champions do the actual work.
• Only one Refine Prototype action may be performed per weapon per post-battle sequence. Multiple Prototypes in the gang can be worked on by different fighters in the same sequence.
• A natural roll of 2 on the 2D6 is always a failure and a natural 12 is always a success. -
Refinement Roll ResultsA natural 12 is a Breakthrough. The refinement is permanently added to the weapon's profile, and the Tek Handler gains +1 XP.
Any other pass (modified result equal to or greater than Intelligence) is a Success. The refinement is permanently added to the weapon's profile.
A failure (modified result less than Intelligence) means the refinement is not applied and the credits are lost. The weapon cannot be re-attempted for refinement again during this Post Battle Action.
A natural 2 is a Catastrophe. The refinement fails, credits are lost, and the weapon cannot be used in the gang's next battle. Roll on the Critical Failure table for the specific consequences. -
Catastrophe rollsWhen a Catastrophe occurs, roll again to determine the severity.
A natural 12 means you "Saved it." There is no additional effect, but it still classes as a failure in regards to the Refinement.
A pass (modified result equal to or greater than Intelligence) is "That's not right." The refinement is not applied and credits are lost. The weapon cannot be re-attempted for refinement this Post Battle Action.
A failure (modified result less than Intelligence) is "Oh no." The weapon cannot take part in the gang's next battle. Essentially, the weapon is Out of Action and cannot be re-attempted for refinement this Post Battle Action.
A natural 2: *Explosion noises* The refinement fails, credits are lost, and the weapon cannot be used in the gang's next battle. The fighter who carried out the action makes an injury roll. The weapon cannot be re-attempted for refinement this Post Battle Action. -
Refinement OptionsEach refinement lists the credit cost to attempt it, the modifier applied to the Tek Handler's Intelligence test, and the effect on success.
Tightened Bore, 10 credits, no Int modifier. Increases accuracy at Short (S) range by 1 (for example, -1 becomes 0, or 0 becomes +1).
Ammo Calibration, 15 credits, +1 Int modifier. Improves the Ammo roll by one step (for example, 6+ becomes 5+).
Balance Weight, 15 credits, +1 Int modifier. Removes one of the following traits: Unwieldy, Reckless, or Unreliable.
Reinforced Mechanism, 10 credits, no Int modifier. Allows the ammo dice to be rerolled once per battle. Rerolls cannot themselves be rerolled.
Extended Blade (Melee weapons only), 10 Int credits, no modifier. Adds +1" to the weapon's Long range, and the weapon gains the Versatile trait.
Extended Barrel (Basic, Special, or Heavy weapons only), 10 credits, no Int modifier. Adds +D6" to the weapon's Long range.
Caliber Conversion, 20 credits, -2 Int modifier. Removes the Scarce or Limited trait. If the weapon has neither, it gains the Plentiful trait instead.
Refined Ammunition, 20 credits, -2 Int modifier. Improves AP by one step (for example, AP 0 becomes -1, or -1 becomes -2).
Overclocked Core, 20 credits, -2 Int modifier. Adds +1 Strength. This may only be applied once per weapon, and Strength is capped at 6.
Tempered Blade (Melee only), 20 credits, -2 Int modifier. The weapon gains the Parry trait.
Skills
Custom Skill Trees and the skills inside them. Once created, they can be assigned to fighters in this pack or subscribed lists & gangs.
Psyker Powers
Custom Wyrd Power Disciplines and the powers within them. Once created, they can be assigned to psykers in this pack or subscribed lists & gangs.
Gear
Custom non-weapon equipment. Once created, it can be added to fighters in this pack or subscribed lists & gangs.
Weapons
Custom weapons with one or more profiles. Once created, they can be added to fighters in this pack or subscribed lists & gangs.
Weapon Traits
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PrototypeGives access to the "Refine Prototype" post-battle action.
Weapon Accessories
Custom weapon attachments that modify a weapon's stats when fitted. Once created, they can be added to fighters in this pack or subscribed lists & gangs.
Activity
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Refine Prototype (Post-Battle Action): (Rule)
- Description updated
Refinement Options (Rule)
- Description updated
- Summary updated
Refinement Options (Rule)