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Dark Heresy 3e Item Suggestions

By: SecretAsianMan

Format

Item Name (Availability) [Location of initial source, if any]


Item description & effects

General Suggestions

1. Change all instances of “clip” to “magazine” or “mag”


2. Change all instances of “semi-automatic” or “semi auto” to “burst fire” or “burst” Why?

Rules Suggestions

1. Change Delay to a half action for Standard Attacks and single-shot Overwatch, but leave as full action
for things like semi-auto and full-auto Overwatch or Swift Attacks.

Weapons/Armour/Gear Suggestions

1. Rename Hot-Shot Laspistol and Hot-Shot Lasgun to Hellpistol and Hellgun. This is confusing since
there is an ammunition upgrade called Hot-Shot Packs which do not upgrade the Laspistol/Lasgun to be
equivalent to the named Hot-Shot weapon variant. I haven’t looked at the numbers, but I like the idea of
“hotshot” applies to ammo and only ammo, “Hell[boomstick]” applies to weapons and only weapons.
2. Clarify how armour acquisition works. Some suits like Flak or Carapace have entire suits as one rarity,
but then individual pieces are the same rarity. Why wouldn't an acolyte just acquire the entire set, then
discard or trade the rest?
3. Feudal World Plate & Power Armour should impose a penalty on Stealth checks. Higher-quality items
would reduce, then eliminate the penalty. As somebody whose character just acquired a kickers set of
plate armour, yeah, they should impose penalties to Stealth. In addition (I can’t believe I’m saying this)
they should maybe affect social rolls and potentially Subtlety. I’m going to regret that.
4. Photo-Visors/Contacts are superior to Preysense Goggles, yet are more easily acquired. Photo-Visors
provide the user with the Dark Sight trait, which sees through any darkness and invisibility, while Prey-
sense just gives heat vision and no penalty for doing things in the dark (not as powerful as seeing invisi-
bility). Suggest making Photo-Visors/Contacts simply an augmented reality display and integrate a Pict
Recorder.
5. Rebreather replacement canisters should be Average, not Scarce (similar to how ammo is one step more
available than the weapon), since it would be better to just get another Rebreather entirely every time
and wait to refill the empty tank back at base.
6. Specify that Stablights must have a hand free to use; Glow-Globes can be hung from a belt, backpack, or
a mount if so desired (perhaps this limits illumination to a 180° arc instead of 360° when held in the
hand)? Yes, in addition, there should be mods for headlamps and forearm mount (like the weapon one)
7. A Signal Jammer is strictly superior to and more available than a Static Generator (unless DM rules Sig-
nal Jammers can't overwhelm signal towers/Vox-Casters). Perhaps specify Signal Jammers can only
stop small-scale units from transmitting? Minor note: might a Static Generator be less effective, but also
less obvious? How something fails tells you a lot about the problem, so there could be a trade-off of the
one being a more guaranteed elimination of all comms, but makes it easy for the target to know that the
signal is being jammed, while the other doesn’t provide 100% guarantee of 0% signal transmission, but
also is less likely to tip off the target. Just an idea.

Weapons

Profi- Range
Name Class RoF Damage Penetration Magazine Reload Sp
ciency (m)

Mini-Laser Las Heavy 150 -/-/6 1d10+4 E 1 150 2 Full Re

Conversion Beamer Exotic Heavy 100 S/-/- See Text See Text 2 2 Full

Arbites Lockshield Low-Tech Melee Melee N/A 1d10 I 0 N/A N/A Def

Power Longsword Power Melee Melee N/A 2d10+6 E 6 N/A N/A Powe

Forc
Force Axe1 Force Melee Melee N/A 1d10+3 R 2 N/A N/A
bala

Arbites Lockshield (Scarce or Rare) [Book of Judgement pg 66]


A lockshield requires one hand to use and provides +4 AP to that arm and the torso of the user. The shield is
taller than most shields, and as such can additionally provide the +4 AP protection to the head when the user
is in motion, or the legs when stationary.

Conversion Beamer (Unique) [Daemon Hunter pg 67]


Conversion Beamers are more powerful at long ranges as they can absorb more matter into the blast’s strength.
At distances of up to 15 m, a conversion beamer does 1d10+6 damage and has a Penetration of 2. Over that
distance and up to Short Range, it does 3d10+9 damage with a Penetration of 8 and gains the Felling (1) qual-
ity. Against targets further than Short Range it does 6d10+12 Damage with a Penetration of 14 and possesses
the Felling (2) and Blast (2) qualities.

Weapon Upgrades

Adamantine Guard (Scarce) [Rogue Trader: Faith & Coin pg 91]


Melee weapons with this upgrade grant a +10 on Parry checks and checks made to resist a Disarm attempt and
grant an additional 1 Armour Point to the arm wielding the weapon.

Anointed Weapon (Issue Only) [Daemon Hunter pg 77-78]


[As found in the rulebook] This is very unclear. And shouldn’t it be “anointed”?

Sanctified Weapon (Very Rare) [Rogue Trader: Faith & Coin pg 80]
These holy weapons ignore the Unnatural Toughness bonus of Daemons and servants of Chaos and allow the
user to deal critical damage effects to creatures with the Stuff of Nightmares trait.
Armour Upgrades

Hexagramatic Wards (Very Rare) [The Inquisitor’s Handbook pg 189] These are in Enemies Within. Also, it
should be “Hexagrammic”. Though, TBF, GW/FFG seem to use all permutations: Hexagrammic, Hexa-
gramic, Hexagramatic, and Hexagrammatic. But I do think that for DH3, we should standardize on “Hexa-
grammic” and “Pentagrammic”. I’ll explain why I think we should use -grammic instead of -grammatic if you
like. But I will use the word “semiotics” like the pretentious ass I am.
Armour with this upgrade provides its wearer with a +20 bonus on Tests made to resist any direct psychic attack
or manipulation used against them.
Additionally, the armour provides double the Armour Points against attacks of psychic force or warp energy
that directly deal Damage (such as the Psychic Blade or Fire Bolt powers), and keeps its value against attacks
made with the Warp Weapon effect.

Cybernetics

Alatus-Pattern Jump Pack (Issued Only) [The Lathe Worlds pg 65]


The Alatus-pattern Jump Pack increases a character’s effective Agility by 1 for the purposes of movement (to
the normal maximum). A character can use the jump pack to gain the Flyer (12) trait for one minute. Using
the jump pack in consecutive minutes subjects the character to a -10 Toughness Test, or else they gain one
level of Fatigue.
The Mechanicus Implants Trait and Operate (Aeronautica) Skill are required to use the Alatus-Pattern Jump
Pack.

Gear

Symbol of Authorisation (Issued Only)


These devices carry the insignia of a specific organization (such as an Adepta, noble house, or titan legion) and
provide a +20 Influence bonus when interacting with that group. IRL, that should probably be “Adeptus”, but
I think it might be canon in 40K that “Adepta” is the plural for “Adeptus”.

Consecrated Scroll (Scarce) [Daemon Hunter pg 74]


Specially prepared by members of the Ministorum, these treated strips of vellum contain excerpts from sacred
texts and prayers of protection and encouragement. Consecrated Scrolls can be affixed to any armour or
weapon.
When a character would take a Corruption Point, reduce it by 1 to a minimum of 0. The scroll then crumbles to
dust and becomes useless.

Seraphim Jump Pack (Extremely Rare/Near Unique) [Blood of Martyrs 121]


The Seraphim Jump Pack allows for a safe, guided fall from any height, and increases a character’s effective
Agility by 1 for the purposes of movement (to the normal maximum). Alternatively, the pack can use maxi-
mal thrust to duplicate the Flyer (12) trait for up to a minute before the turbines require a minute to cool. Us-
ing the Flyer trait in consecutive minutes has a 30% chance the jump pack will fail (increasing by 30% for
each consecutive minute), causing the character to fall without guidance. A damaged Seraphim Jump Pack
can be repaired with a -30 Tech Use Skill check.
Seraphim Jump Packs require a power source like one found in power armour to use; characters without the Op-
erate (Aeronautica) Skill cannot use the jump pack.

Psyocculum (Rare) [Daemon Hunter pg 76]


Allows the wearer to see partially into the Immaterium. A Challenging (+10) Awareness test highlights any
psychically-gifted individuals (white outline) or manifested Warp creatures (red outline) within 30 m, grant-
ing a +10 to Ballistics Skill tests when firing single shots at such targets. Any other sight-based Awareness
Tests suffer a -20 penalty due to the distorted images and traces of the Warp perceived by the wearer. If a
particularly powerful psyker or daemon is viewed through the Psyocculum, the wearer must succeed on a (-
10) Willpower test or gain Insanity Points based on the power of the target viewed (DM discretion?).
Using a Psyocculum for more than a minute causes the wearer to gain one level of Fatigue. Nulls will not only
not show up, but will create a blurry-edged cloud of inky blackness a number of meters in radius equal to their
Willpower Bonus.

Simulacrum Imperialis (Issued Only) [Blood of Martyrs pg 121]


Sacred relics of the Ministorum, these holy symbols spur the servants of the Emperor to greater deeds in times
of trial. These are typically a type of standard or banner, but some can be affixed to a backpack, cyber-man-
tle, or power armour power supply.
Whenever a character spends a Fate Point within 20 meters of a Simulacrum Imperialis he will immediately re-
cover it on a dice roll of 9 or higher. Characters with the Adeptus Ministorum background immediately re-
cover their Fate Point on a roll of 8 or higher.
Characters who do not venerate the God-Emperor or characters with more than 20 Corruption Points cannot
benefit from this effect.

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