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Tipo
Alcance
ROF
dao
Pen
Clip
Recarga
Pistol
Tipo : Arma Base
20m
S/-/-
1d10+1 E 0
20
Full
Basic
Tipo : Arma Base
80m
S/-/-
1d10+2 E 2
50
Full
S/-/-
5d10+8 E 8
2 Full
Heavy 250m
Tipo : Arma Base
Mod las : As las weapons fire laser beams they are relatively accurate and hitting moving
targets is also somewhat simple. Therefore hitting targets beyond short range is one step easier than
normally. Also dodging laser beams is almost impossible because beams reach their target
instantaneously. Shots from las weapons cannot be dodged unless spends a reaction. Nature of
automatic fire with las weapon is more like constant beam which has pulsating energy peaks so it is
less likely to miss than bullet weapons. When firing las weapons with full-auto or semi-auto action,
firer gains additional bonus of +10 to Ballistic Skill and suffers no penalties from movement rate of
the target.
If the target is immune or resistant to heat, this affects the Damage caused by Las quality weapons.
Proyectil Solido
Popular with Imperial servants and renegades alike, they are prized for their ease of
manufacture and versatility, not to mention the satisfying sound they make when fired. No
other class of weapon boasts as many varieties. Slug-throwers can offer a weapon for all
occasions. To use the various classes of SP weapons you must have the Pistol Training (SP),
Basic Weapon Training (SP) or Heavy Weapon Training (SP) talents.
Pistol
Tipo : Arma Base
30m
S/2/-
1d10+2 I 0
10
Full
Basic
Tipo : Arma Base
75m
S/2/5
1d10+3 I 0
20
Full
-/-/8
2d10+6 I 2
150
2 Full
Heavy 100m
Tipo : Arma Base
Mos PS : Weapon fires high power bullets that are able to penetrate even through hard armour as
long as they haven't lost too much energy or the weapon is sufficiently well formed or heavy
enough to allow it to cut through armour with relative ease. If target of an impact weapon is at up to
given Range then for every two degrees of success the hit,after the 2 firsts, gains +1 to penetration.
When the weapon inflicts multiple hits, this bonus is given only by those Degrees of Succes that
generate hits to the same target and the bonus only applies to first hit that would deal Damage to
each target. For example Full Auto Burst from Autogun scores three Degrees of Success indicating
four hits. Firer divides three hits to one target and 1 to another target. First hit on the first target
receives +1 Penetration for there was total of three hits divided to that target, rest of the hits deal
Damage normally.
Bolt
If there is one weapon type that defines the Imperium, it is the bolter. No other weapon
combines high technology levels with deliberate brutality, and no other race would consider
making it but mankind. Bolter weapons fire rounds of self-propelled mass-reactive shells
called bolts, set to explode just after penetration. Overall they are superb, if temperamental,
devices requiring skilled maintenance using the correct rituals and blessings. Furthermore,
these are all very rare weapons, available only to the lucky or well-connected few. Many are
centuries old, handed down from veteran to successor, and some have long legends attached
to them of their great lineage. It would be a mistake to confuse these civilian issue
weapons with those of the Adeptus Astartes. Bolter ammunition is expensive and difficult to
manufacture, and only the elite of the Imperium has ready access to it. The standard bolter
round is .75 calibre and has a super-dense metallic core with a diamantine tip. To use the
various classes of bolt weapons you must have the Pistol Training (Bolt), Basic Weapon
Training (Bolt) or Heavy Weapon Training (Bolt) talents.
Pistol
Tipo : Arma Base
30m
S/2/-
2d10+3 X 4
Full
Tearing
Basic
Tipo : Arma Base
90m
S/2/-
2d10+3 X 4
24
Full
Tearing
-/-/-
2d10+8 X 5
60
2 Full
Tearing
Heavy 120m
Tipo : Arma Base
Mod Bolt :Bolt ammunition is capable of penetrating deep and explodes after reaching inner
tissues of its target. Shots fired receive an extra +1 Damage for every two degrees of success,after
the 2 firsts.
When the weapon inflicts multiple hits, this bonus is given only by those Degrees of Succes that
generate hits to the same target and the bonus only applies to first hit that would deal Damage to
each target. For example Semi-Auto Burst from Boltgun scores three Degrees of Success indicating
two hits. Firer scores both hits on the same target. First hit receives +1 Damage for there was total
of two hits to that target and the rest of the hits deal damage normally.
Due to intheir safety mechanism that prevents premature explosion, any hits with Bolt weapons that
are scored on targets within Point Blank range always have Damage Type Piercing.
X : Depends the kind of anmunition.
Melta
Melta weapons (also known as cookers or melters) are a specialist type of weapon that have short
ranges but are devastatingly powerful. Most work by combining highly pressurised gases into an
unstable sub-molecular thermal state, which is fired out in an intense blast of heat that can turn
even tank armour into molten slag. Targets are vaporised within seconds, usually accompanied by a
distinctive hissing sound as the beam boils away the water vapour in the air. Melta weapons use a
sort dual fire mechanism as the first fire a short laser pulse to clear out a small "tunnel" into air and
right afterwards the pressurized high-heat gas is released through this tunnel. To use the various
classes of melta weapons you must have the Pistol Training (Melta), Basic Weapon Training
(Melta), or Heavy Weapon Training (Melta) talents.
Pistol
Tipo : Arma Base
10m
S/-/-
2d10+8 E 12
Full
Basic
Tipo : Arma Base
20m
S/-/-
2d10+10 E13
2 Full
Heavy 40m
Tipo : Arma Base
S/-/-
4d10+8 E 14
10
2 Full
Mod Melta :Melta weapons use small laser pulse to clear out the path for its High-Heat gas
burst. The "tunnel" made for gas beam is only able hold beam for a short period. After flying
through tunnel for a short period the gas beam spreads and forms a small fireball in the air whether
it did hit something or not. Melta weapons cannot be fired beyond Short Range and therefore their
Range value indicates their Short Range. If fired beyond half their range, melta weapons halve their
Penetration value rounding fractions up. Melta weapons ignore Deflect amour quality.
On 100 they explote. It cant be reliable.
Plasma
Plasma weapons represent an almost lost art for the Imperium. The secrets of their manufacture are
now known to but a handful of the inner circle of the Adeptus Mechanicus Magos Munitorum and
their tech-adept artisans. They function by using sturdy flasks of hydrogen suspended in a photonic
state to provide the fuel needed for the plasma reaction. This photohydrogen fuel core gives off
tremendous heat when fired and the firer often must wait for the core to cool and recharge between
shots. To use the various classes of plasma weapons you must have the Pistol Training (Plasma),
Basic Weapon Training (Plasma) or Heavy Weapon Training (Plasma) talents.
Pistol
Tipo : Arma Base
20m
S/-/-
2d10+5 E 8
10
3 Full
Basic
Tipo : Arma Base
90m
S/2/-
3d10+8 E 10
20
4 Full
S/-/-
4d10+10 E12
16
5 Full
Heavy 120m
Tipo : Arma Base
Mod Plasma :Hits from plasma weapons are very efficient even against any highly advanced
armour. Plasma weapons ignore Deflect and Impact Absorption armour qualities. Reduces Ap by 2
on crit.
OverHeat on 91+, on 100 they explote. It cant be reliable.
On Maximal :
On Maximal, the weapon gains +10 metres to range, +1d10 to Damage, and +2 to
Penetration. If the weapon has the Blast Quality, it also gains +2 to the Blast
Flame
Flame weapons all operate in much the same manner by firing gouts of flame at the target. They use
a fuel generically referred to as promethium, though it can also consist of home-made concoctions
or other chemical brews depending on the local technology level. Once produced, the intense jet
that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns
even on water. Once set ablaze, enemies are hard-pressed to put out the fire. To use the various
classes of flame weapons you must have the Pistol Training (Flame), Basic Weapon Training
(Flame) or Heavy Weapon Training (Flame) talents.
Pistol
Tipo : Arma Base
10m
S/-/-
1d10+3 E 2
Full
Basic
Tipo : Arma Base
20m
S/-/-
1d10+4 E 4
2 Full
Heavy 30m
Tipo : Arma Base
S/-/-
2d10+8 E 6
10
3 Full
Mod Flame :Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons,
flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test
Ballistic Skill; he simply fires the weapon. All creatures in the flames path, a cone-shaped area extending in a 30
degree arc from the firer out to the weapons range are struck by the flames and are forced to try avoiding flames unless
they are protected against flames, highly resistant or immune to heat, fearless, mindless or daemons. Avoiding flames
uses up s characters Reaction. Those trying to avoid flames try moving out from cone by shortest possible route.
Attempt to avoid flames is made as a Hard (-20) Dodge Test. A successful Dodge test moves the character to the edge of
the area of effect, as long as it is no further away than the characters Agility bonus in metres. If the character would
need to move further than this to avoid the attack, or is unable to be moved out of the way due to an obstruction of some
sort (such as the confines of a tight corridor), then he automatically fails the test. Those unable to avoid flames due to
failure in Dodge Test or because avoiding did not take them out from the area of flame, take Damage normally adding
+1 to the Damage total for each Degree of Failure to a maximum of +6 which is also the result if there was no way of
avoiding the flames.
Any character hit by a Flame weapon must immediately succeed on a Challenging(+0) Agility Test or be set on fire.
Cover does not protect characters from attacks made by Flame weapons unless the cover is fully enclosed. If flame
weapon also has Igniting quality, it automatically sets its victim on fire.
Because Flame weapons make no roll to hit, they are always considered to hit targets in the body. Flame weapons will
not Jam, but if the firer rolls a 9 or 10 on his Damage dice (before adding any bonuses), Flame weapons consume
additional ammo for each result. Even if the amount of consuming results is higher, only up to two extra ammos in total
are consumed. If the weapon does not have enough ammunition in the clip to pay up the higher consumption, the attack
has its Damage and Penetration reduced by one for each unavailable an ammo for any Damage rolls that are still to be
made for this attack. Reliable Flame weapons consume extra ammo only with a roll of 10 on Damage dice.
Note that Flame weapons that deal Damage are likely to damage or destroy any clothing worn by
those who suffer a hit from the Flame.
Launchers
In a galaxy raked by war and disorder there is a high demand for extremely destructive
ordnance. To that end the forge worlds of the Imperium send out a steady stream of
explosives, grenades and similar weaponry, some of which may find its way into the hands
of Acolytes and their foes. To use the various classes of launchers you must have the Pistol
Training (Launcher), Basic Weapon Training (Launcher) or Heavy Weapon Training
(Launcher) talents.
Missile
Basic
Tipo : Arma Base
175m
S/-/-
XX
XX
Full
Grenade
Basic
Tipo : Arma Base
100m
S/-/-
XX
XX
Full
Heavy 200m
Tipo : Arma Base
S/-/-
XX
XX
2 Full
MELEE WEAPONS
small
Primitive weapons
One Hand ---
---
1d5 +SB 1
X
---
---
---
1d10+2 + 2
SB X
---
---
---
2d10+4 + 4
SB X
---
---
---
Unbalance
d
Chain
Chain weapons are popular amongst most warriors in the 41st Millennium, as most races and
planets have the basic technology to produce these brutal weapons. They all have fast-moving
chains of serrated metallic teeth running across what would normally be the weapons bladed edge.
Even the slightest hit can rip open flesh, and solid strikes can cut through armour. Most are loud and
all are visibly dangerous, and the sight of one can demoralise even the most fanatical opponent. To
use chain weapons you must have the Melee Weapon Training (Chain) talent.
small
---
1d5
2
+2+SB R
---
---
Tearing
---
1d10+4 + 3
SB R
---
---
Tearing
---
2d10+6 + 4
SB R
---
---
Unbalance
d, Tearing
---
Power Weapons
Power weapons work by projecting a disruptive energy field along the length of a blade or head of a
weapon, allowing it to slice through most armour as well as limbs. Many of these weapons conceal
their true nature via subtle power packs and energy projection veins, appearing as a normal weapon
until activated when crackles of lightning run across the blade. Most can function as a simple
weapon when powered down, a useful ability should their energy source run dry or become
dangerous to use. To use power weapons you must have the Melee Weapon Training (Power) talent.
If not activated, the weapon counts as a normal weapon and characters with the appropriate Melee
Weapon Training (Primitive) talent can use it without penalty.
small
---
1d10
6
+3+SB R
---
---
Power
Field
---
1d10+5+S 8/8
BR
2d10 + SB
R
---
---
Power
Field
---
1d10+4 + 3
SB R
---
---
Power
Field,
Balanced
---
2d10+6 + 4
SB R
---
---
Power
Field,
Unbalance
d,
Claw
FIst
Two
Hands
---
Shock Wapons
Shock weapons are designed to be generally non-lethal, attacking the subject with incapacitating
force through electrical shocks released on impact. As shock weapons have little or no destructive
impact on flesh other than burn marks, they are useful for crowd control and encouraging workers
such as shipboard press gangs or other forced labour. To use shock weapons you must have the
Melee Weapon Training (Shock) talent.
small
---
1d5 2+SB
---
---
Shocking,
Numbing
---
1d5+2 +
SB
---
---
Shocking
---
1d10+1 + 0
SB
---
---
Shocking
Two
Hands
Tipo : Arma Base
---
Numbing : Weapon is somewhat meant or suited to more numb and bruise than straightforwardly
cause lethal injuries. If the victim is wearing any armour, the AP of this armour is increased by one.
Any Critical Damage caused by Numbing weapons is reduced by 2. Weapons with Numbing quality
are quite useful when trying to disable opponents and when used to make a Stun Action the wielder
does not suffer the usual -10 Penalty to his Weapon Skill. The result for Stun Action is checked with
1d10 + 2 + SB.
Numbing weapons cannot cause Critical Effects higher that 7, but add Stun(1+) to any Critical
Effects on Heads.
SBx3
1d10/2d10 Pen 0 / 2
Blast 2 / 3
Exclusive mod :
Proximity Mine : Proximity Mines wait to explode until an enemy gets close
Rubberized : Rubberized grenades bounce off all surfaces and explode when they
touch an enemy ( 1d5 jumps / dispersion roll each )
Homing : Flies through the air slowly, but locks onto the nearest enemy after thrown,
navigating obstacles to reach them. Add +D to throw
Flame : A target struck by a fire bomb must make an Agility Test or catch on fire
Smoke :Creates a plume of smoke 3m wide, 2m tall, and 3 rounds long in calm
conditions. Blocks sensors and vision.
Shock / Flash : Anyone within 15m of a photon flash when it detonates must pass a
Toughness test or be blinded for 1d5 Rounds
Blast : +1blast
Plasma : Continues doing damage in Blast Radius for 1d5 Rounds.( Exclusive Tau )
Power field : Creates a refractor shield on the blast effect ( Exclusive Eldar )
Armour
MIXING ARMOUR
You can mix pieces of armour as you wish. Any mixed armour is quite likely to leave some gaps
into armour and unless mixed pieces are of Combinable mod, then locations that have armour that
differs from the type worn on body gain Exposure(1).
STACKING ARMOUR
Stacking armour is much more problematic as the armour tends to get heavy and cumbersome this
way. Only armour pieces with either Cover or Flexible mod can be worn below or on top other
pieces of armour.
If you wear stacked armour on any location, then for each Armour Point over your natural Agility
Bonus you suffer -10 to all , this penalty also applies to your Agility when calculating Movement
distances.
With stacked armour it is important to decide which armour is on top. Any penetration a hit has is
first applied to top armour and then to those below it.
Primitive
Max Ag: 3 / 4 / 2
Chain Armour :
AP 2
Leather Armour
AP 1
Plate Armour
AP 3
Flak Armour
AP 4
Protection, Ablative
AP 5
AP 4
Max Ag: 4
Carapace Armour
Max Ag: 4
Mesh Armour
Max Ag: 5
Power Armour
AP 6 / 7 chest
Powered, Protection Giant Frame, Very Hard,
Cumbersome , Restrictive , Enhanced Strength(15)
Max Ag: 3
Subsystems : 3
Force Fields
Refractor field :
Protection Rating : 30 // Weight : 1kg // Recharge Time 4 turns
PROTECTION RATING
Refractor fields are small enough to be disguised as jewellery or other ornamentation.
While active, they can disperse an attack across the fields entire surface area to negate
the damage, but they also constantly envelop users with a soft halo as their energies
interact with the surrounding air.
The glow of an active refractor field makes the user more noticeable in low lighting or
darkness, and imposes a 20 penalty on all Stealth tests he takes.
Conversion field :
Protection Rating : 40 // Weight : 2kg // Recharge Time 6 turns
Also known as flare fields, these devices convert the energy of an attack into radiated
light, often strong enough to act as a blinding visual blast against nearby foes. If the
conversion field blocks more than 12 points of damage from a single attack, the release
of light is strong enough to act as a photon flash grenade burst centred on the wearer
The character wearing the conversion field is unaffected by this burst.
Displacer field :
Protection Rating : 50 // Weight : 5kg // Recharge Time 8 turns
Displacer fields are powerful, but sometimes as dangerous to use as the actual attack.
They operate not by absorbing or shunting away an attacks energy, but instead by
shifting the user away using miniature Warp-jump technologies. This jump is normally
triggered through sensors located with the device, though it can also be activated
manually if desired. Each activation carries the supreme risk of unprotected travel
through the Empyrean; even as the body is swept to safety, the soul risks damnation.
When the field successfully nullifies an attack, the user jumps in a random direction.
Roll 3d10 for the number of metres travelledthe wearer always emerges on solid
footing and in a suitable empty space. If all three dice come up with the same number
(e.g., 3 results of 7), then the user does not re-emerge for 1d5 rounds and gains 1
Corruption point from exposure to the unnatural energies within the Warp. , then the
wearer cannot act for one round while he regains his sense of place.
Power field :
Protection Rating : 70 // Weight : 50kg // Recharge Time 10 turns
Unlike most other field devices, power fields are large, bulky affairs that cannot be
easily disguised. Personal versions must be worn as heavy backpacks, while larger units
are fitted with motive mechanisms, due to their weight and size. Power fields are very
effective, projecting a force wall to negate incoming attacks, but drain energy quickly
once active.A power field causes the air to visibly ripple and crackle with static
discharge, imposing a 20 penalty on all Stealth tests. It also does not defend against
ranged attacks made within 1 metre, or attacks in melee.
Crafteo
Una vez creada el arma no puede ser modificada salvo por el paragon apropiado.
Reglas
Libros validos : DH 2 ed, Advanced Dark Heresy - ARMOUR OF THE 41st MILLENNIUM,
Advanced Dark Heresy - WEAPONS OF THE 41st MILLENNIUM.Advanced Dark Heresy Gear, Drugs, Items and Cybernetic.
Tambien pueden ser aceptados items de los core rulebooks de Dh, DW, OW, BC, RT, no de los
aadidos.
Cualquier cosa no incluida en estos manuales, consultar al censurador.
Cualquier item que sea extremly rare / near unique solo puede ser obtenido de loot.
Los very rare sera necesaria una tirada de adquisicion ( reputacion% ), se ve afectada por el
protocolo con el grupo adecuado.
Masterpiece ( requiere talented+Llave ) :This weapon gains all the benefits of Wonder
craftmanship , add Precise quality and add 3 to the Damage they inflict and add 2 to their
Penetration. and gains RF on 9-0.
Armour Craftsmanship :
Poor: Badly fitted, designed, or damaged, Poor armour is difficult to wear. Its Maximum
Agility is lowered by 10. Poor armour gains Cumbersome and Restrictive qualities. If it
already had one of these it gains also Slow and Uncomfortable qualities. The armour also
loses 1 AP.
Common :If armour had Cumbersome or Uncomfortable qualities, it loses them.
Good : Well constructed and better fitting, this armour is easier to wear, its weight reduced
by 25% .
Best: Finely wrought and perfectly fitted, Best armour is like donning a second skin. Its
Maximum Agility is increased by 1.Armour also increases its AP by 2 against Primitive and
Blast weapons.
Wonder : As fine a piece of craftsmanship as can be found,the AP it provides to each
covered location is increased by 1, and also gets enviroment sealed mod.
Masterpiece ( requiere talented+Llave ) :This armor gains all the benefits of Wonder
craftmanship and the AP it provides to each covered location is increased by 2 and when
you get hit by a Crit, roll 1d10, on 10 it become a normal attack.
Poor: Any time a character uses this item for a Test, roll 1d10; on a result of 1-9 , the device
imposes a 1D penalty on the Test (in addition to any other modifiers it provides).
Common : Whenever this item would be badly damaged or destroyed, roll 1d10. On a result
of 6 or higher, it survives the event largely unscathed thanks to its rugged construction.
Good : Decrease the items weight by 1 kg (to a minimum of 0.5 kg). Also add +5 to the test
using it.
Best: This item gain a +10 bonus in addition to any other modifiers.Search Tests to find this
item when it has been concealed on its owners body suffer a 30 penalty.
Wonder : Once per game session, this items owner may gain a +1D bonus to the next Test
he makes using this item.
Masterpiece ( requiere talented+Llave ) : Once per game session, this items owner may
gain a +2D bonus to the next Test he makes using this item or you may reroll a test.This
device grants an additional +15 bonus on all Tests made using it.
Cada pieza costruida consta de puntos de construccion.( solo modificado por paragon )
Armas Ranged: 8 ptos
Armas Melee : 6 ptos
Armadura : 5 ptos
Granadas / explosivos / municion : 3ptos
Equipo : Especial ( solo algunos objetos 2 ptos )
Tabla de precios construccion :
Aadir un Mod Positivo
Aadir un Mod Negativo
2 ptos
+1 pto
Aumentar en 1 dao
1 pto
Aumentar en 1 Pen
1 pto
Aumentar Clip 10%
1 pto
Aumentar rango 10 m
2 ptos
Aumentar RoF ( s / +1 / 0 ) ( s / 0 / +1)
2 ptos
Aumentar Rof ( s/+1/+1 )
4 ptos
Weapons Upgrades
2 ptos
Customisations
0pts ( only made by user , not by crafter )
Aadir Subsistema
Aumentar +1 Agi Max
Aumentar en 1 AP
2 ptos
2 ptos
2 ptos
Revision Mods
Force ( Por cada punto de Psy Rating sin usar aumenta el dao y la penetracion se en
1. En critico regla de instant kill. Aade proven (Will) En manos de alguien sin Psy rating el
arma cuenta como Best craftsmanship Mono variante del equivalente Low-Tech weapon
Storm ( aade recoill 5 y 2 hit por cada 2 exitos, dobla el cargador y consume doble
municion )
Twinlinked consumen 2 espacios de mod.
Proven : Aquellos que se indice una caracteristica entre parentesis solo se aplica la mitad de la
caracteristica base bonus. Coste de Proven (caracteristica ) 4ptos construccion
CombiWeapon mod :
Any two basic ranged weapons or any two basic pistol weapons can be combined into a combiweapon. First,select which weapon is the primary weapon and which is the secondary weapon. The
primary weapon retains its statisticsrate of fire, ammo capacity, and so forthwhile the
secondary weapon has its clip size reduced to one and its rate of fire becomes S//. The weight of
the new, combined weapon is equal to the weight of the primary weapon plus half the weight of the
secondary weapon. Coste de 4 puntos de construccion
Dragon Scale armour
Dragon Scale
AP 8* Protection, Very Hard, Impact absorption, Deflect, Circuit
Control, Powered, Air Filtering, In-built Photo-Visor, Air Filtering, Enhanced Strength(1),
Good Quality, Noisy,
Crafting skills
There are four different kinds of crafting skills, each one covering the creation of different kinds of
items.
Medicae: This skill allows a character to create all manner of drugs and poisons With the GMs
permission, players can even create new drugs and poisons based on the venom of slain creatures or
to mimic the effects of certain environments (note that here a character always needs at least a small
sample of the original substance).
Survival: This skill allows a character to create any kind of basic device or basic item such as
clothing or foodstuffs.Survival is used to craft any item with the Primitive special quality or any
Low-tech Weapon.With the GMs permission, players can also create any simple item with this
skill, provided it can be fashioned from unprocessed materials and lacks any complex moving parts
(i.e., clothing, a cart, a hovel, etc.).
Tech-Use (Raza) This skill allows a character to create complex or technical devices such as those
commonly created within the forges of Imperial worlds. With the GMs permission, any
Ranged weapon, armour, explosive, or piece of tech can be created using this skill. Unlike things
made with Survival and Medicae, however, many items created using this skill are fiendishly
complex, or their designs a closely guarded secret, and are only available to characters with the
right knowledge and
access to advanced workshops.
Trade ( Raza ): This skill allows a character to manufacture things,from inspiring sculpture to
mighty starships. What can be created depends on the speciality. Its also need to create Melee
weapons without the primitive or low-tech trait. Like items made with Tech-Use, these often
require advanced workshops and specialised materials.
Calidad del item en el crafteo : Influye el tiempo y la dedicacion. Fuera de tu taller personal se
reduce en 5 los exitos obtenidos en la tirada.El conteo de exitos es algo que no es cuantificable,
unicamente por el examen del constructor ( una valoracion personal, tirada del Con
apropiado relacionado con la construccion ) hasta que obtenga el acabado deseado.
Damaged items
Even the most finely wrought item is not immune to impairment,and it can become damaged. This
might come from serious mistreatment, ongoing neglect, or specific effects from other items or even
psychic powers. To declare it is damaged. A damaged item cannot be used, and must be repaired (or
replaced), its damaged status imposes a 20 penalty
on the tests. Note that damage differs from actual weapon destruction, such as the result of a
weapons Power Field quality destroying another weapon. Destroyed items cannot be repaired.
Cada mision los items acumulan 1d5 de dao por su uso.Su mal uso aade dao.
To repair a damaged item, the character makes a Tech-Use test and applies the repair modifier that
corresponds with the craftsmanship level for the item. If the test succeeds, the item is repaired and
can be used again as normal. If the test fails with four or more degrees of failure, the item is
destroyed and no further repair attempts are possible.
A device that might have been of Good craftsmanship when it was created could degrade to Poor
after years of abuse and neglect.