Some of my weapon houserules

By Cryxx, in Dark Heresy House Rules

This is a list of the modifications I have made to weapons to make them, in my opinion, more fluffy and more interesting and I hope I can get other players and GMs alike their opinion on them, what needs changing and the like. Here goes.


Ranged Weapons.

Lasgun: basic, 100m, S/0/0, 1D10+3E, 0, 60, Full, reliable, 3kg, 50, Plentifull

Lasgun NP: Basic, 80m, S/3/0, 1D10+3E, 0 60, full, reliable, 3kg, 80, common

Lasgun TP: Basic, 100m, S/2/0, 1D10+4E, 0, 40, full, reliable, tearing, 7kg, 250, rare.*1

Plasmagun: Basic, 90m, S/2/0, 2D10+6E, 6, 20, 8full, Overheats, recharge, 11kg, 3500, Very Rare

Plasmapistol: Pistol, 30m, S/0/0, 2D10+6E, 6, 10, 4full, overheats, recharge, 4kg, 4000, very rare

Plasmacannon, Heavy, 120m, S/0/0, 3D10+10E, 8, 24, 5full, overheats, recharge, unreliable, 38kg, 8500, Very rare

Sniper Rifle: Basic, 250m, S/0/0, 1D10+5I, 3, 5, Full, Accurate, Reliable, 10kg, 2000, Rare

Heavy Sniper Rifle, Basic, 250m, S/0/0, 1D10+6X, 4, 1, full, accurate, 17kg, 3000, Very Rare*2

Ammo:
Rubber Bullets: These bullets are made to pacify opponents and not kill them outright, if the target is hit he/she must take a toughness test or
gain 1 point of fatigue, if shot in the head the target falls unconsious for 1D5 hours. can be used with shotguns only. cost: 10/20, common.

Melta Weapons: If the shooter is at short range or less, the penetration is increased by 6, if at long range or more the penetration is decreased by 6.
*1: The Triplex Pattern Lasgun may fire double shots due to it's double barrels, if it does this it double it's semi fire ROF but
Removes it's reliable trait (for those shots only) and expends double amount of ammo.
*2: the heavy sniper rifle uses bolt rounds.

Just a quick add to the TP Lasgun, it also doubles it's single shot if this option is used ofcause.

The rubberbullets are too good. Even if you change "hit" to "wounds" it is very powerfull. Maybe if you change it to "wounds" and give it the primitive quality it will be balanced?

Anonymus said:

The rubberbullets are too good. Even if you change "hit" to "wounds" it is very powerfull. Maybe if you change it to "wounds" and give it the primitive quality it will be balanced?

Don't see the imbalance actually, if anything I'd put the fatigue up to a d5 and reduced by armor. Having been hit with a paint ball wearing no armor I don't want to know what a rubber bullet could do.

And as a not would the hit to the head constitute a toughness save as well? or would that be an automatic?

Hmm guess I could have written it better, ofcause armour counts against rubber bullets and yes, you do get to take a toughness test if hit in the head.

A suggestion on rubber bullets: I feel like it should be treated as the shocking trait, that is that you get +10 to your toughness test for each point of armour you have in the location you were hit, and that the end result should be a stun effect for a number of rounds equal to half the damage suffered rather than fatigue. Maybe fatigue if you get in the head because I can see how that could actually knock you out, but to not make them too powerfull it would either be 1 point of fatigue despite damage done, or again, points of fatigue equal to half the damage suffered.