House Rules & Important Notes
Elite Advances
Your character is broadly described by his Career Path. However, the Advancements listed are not the sum total of all that your character could learn. Sometimes your character will be exposed or has been exposed to certain Skills or Talents during play. (RT 39)
• To purchase an Elite Skill or Talent cost 500 XP, the DM may increase or decrease the cost if seen fit. (Note: The DM will lower the XP cost if both a combination of Role-playing and Timing allows for a Elite Advance)
40k Is Full of Blessings, Not Miracles
Fate Points do not exist. Instead a character having Fate Point he has Fortune Points. A player takes the number of starting Fate Point during character generation, halves that number and adds it to the original number. This is the number of Fortune Points (FP) a player has.
Fortune Points (FP)
• Heal 1d5 Wounds or negate 1d5 of incoming Damage.
• Count as having rolled a 10 for your Initiative.
• Add a +10 bonus to any skill or characteristic test before rolling the dice. (Max Fortune used equal to Willpower Bonus)
• Re-roll any skill or characteristic test. The result of the re-roll is final.
• Recover from being Stunned.
• Gain an advanced skill as basic for the use of one test.
*No FP may be used on another action that FP point has been used. (Ex: You may not use a re-roll on a skill gained by using a FP)
Burning Fortune Point
A player may Burn a FP. This burned FP can be used to do any action a normal FP could do. Also burned FP may be used to…
• Re-roll on a reactive table or chart. (Ex: Psychic Phenomena, Perils Of The Warp, Navigator Mutations, Mutations, The Shock Table, Mental Traumas, Malignancies, Hallucinogen Effects)
• To remove 1d5 Insanity Points (IP) or Corruption Points (CP). This action can not negate incoming points and may only remove them after the PC is reacted to gaining such points.
Purchasing Fortune Points
Additional Fortune Points can be bought at a cost of (Current x 400) XP each, minimum 400 XP. A character may not buy a FP if the new total would be higher than his Willpower Bonus.
Gear Quality
As a general rule, Good quality items will provide +5 to the relevant bonus, while Best quality will provide +10. Poor quality items will provide half the stand bonus. For non-standard items the DM will give the final ruling.
Medikits
A medikit has enough supplies to last for 30 uses before requiring a restock. It is assumed that the kit automagically is refilled whenever a suitable moment presents itself. (Note: A Good or Best quality kit needs better quality items to refill. Therefore may present harder to restock.)
Las Weapons
Las weapons work by emitting short, sharp pulses of laser energy from high capacity fast-discharge generators, with a flash of light and a distinctive snap like the cracking of a whip as the trigger is pulled.
RoF
Hellpistol S/2/-
Hellgun S/3/6
Lascarbine S/2/4
Lasgun S/3/6
Laspistol S/2/-
Fire In The Hole!
Any items on the Grenades and Missiles Table 5-6 (RT 127) that do Explosive damage gain the Tearing special quality. Also the weapon “Krak” or “Krak Grenade” gains the Blast(1) special quality when a half action is used to place the charge. The character that places the charge may choice what squares are to be affected by the blast.