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===Equipment=== * MONEY'S BACK BABY! Gone are the requisition tests, now you get paid a stipend of local currency (here referred to as Solars, two guesses why) each mission. **While rarity still exists, this only alters how likely you are to find it and how much it might be worth to get. The craftsmanship of an item is instead defined by certain traits - and some of this can be funny like a Master-Crafted Unreliable piece of flak armor (it's got good armor, but the moment you take a crit, it cracks like it's made of brittle gold.) * Weapon categories are now shrunk down. Thanks to how weapons and specialization works, there's now only three for melee (Brawling, One-handed, or Two-handed) and more for ranged (Pistols, Long Guns, Ordnance, and Thrown). The weapon types matter less than you think since you don't need to buy weapons training. * Similar to WFRP 4th Edition, Weapons no longer deal randomized damage. Instead, they deal a static amount of damage + the difference in DoS between your roll to hit and the enemy's roll to dodge (Melee (X) vs Melee (X) for melee, Ranged (X) vs Reflexes (Dodge) for shooting). Note that this does also mean that you'll be comparing DoF if you both fail. * Ammo is...unusual, to say the least. While single-shot weapons are the same, anything that fires semi-auto (now the ''Burst'' trait) and full-auto (now the ''Rapid-Fire (X)'' trait) have seemingly miniscule clips...except not really. Using such weapons as single-shot weapons gives them seemingly infinite ammo, but using the ''Burst'' or ''Rapid-Fire'' guns is what eats up that clip. The former adds +1 DoS to your BS test to shoot, the latter makes it either deal extra damage or gain the ''Spread'' quality to hit multiple targets. This makes bolters in particular extremely powerful thanks to this and their high penetration value. ** Technically, there's an alternate rule that expands clips for those guns to five times their listed size if you want to be tracking every single bolt shell and las-charge you spent. ** All guns have standardized costs for their own ammo, which doesn't sound too bad, but this isn't quite so for something like a bolter, which costs '''5000 Solars''' and thus a magazine of bolt-shells costs about as much as most guns. This also doesn't account for specialized ammo, which adds a multiplier to the clip's cost. * Flamers are no longer auto-hitting death cones, though hitting has a chance of making the enemy catch fire. However, you now have the option to aim at the floor and turn a neighboring zone into a pool of raging fire. One of the best tools for this are the firebombs, as they're just dirt cheap molotovs you can lob around for burning funtimes. * Armor Penetration is a lot less common, though the loss of Toughness as damage reduction and adding DoS to damage kind of offsets that. ** The Rend trait lets certain weapons (chiefly chain and melta weapons) reduce enemy armor on a hit, making them way easier to hurt. *** Shields get to act as a counter to Rend, as you can sacrifice that shield to prevent damage. While it makes sense for a shield to block a chainsword and jam it up enough to make the attack ineffective but now the shield has a massive gash on it, the idea that the shield manages to perfectly block a melta shot without suffering harm is less so short of some really specific cases (Dodging last-minute enough that the shield's now melted slag, throwing a shield as a decoy). * Damage no longer has types, which sadly means that our beloved Critical Hit tables are now trimmed down significantly. This sadly also means that some results might not make sense, like how a flamer can cut a major artery on your leg. ** Critical hits (that is, from rolling doubles to hit) deal a random result on a 1d10, though the fact that this can't be nullified by something like successfully dodging an hit. This can lead to asinine things like losing fingers or breaking your jaw despite suffering no damage from the initial hit. * Force Fields are seriously overhauled. Now instead of a d100 test to hit a key range, you now roll a number of d10s to soak up damage with it overloading if the damage taken exceeds the max damage reduction. [[Category:Warhammer 40,000]][[Category:Roleplaying]]
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