The Wes' rules

Darth Smeg’s House Rules


Unless specified here, where there are differences in rules or descriptions between rulesets, the later publications take precedence:
Only War (OW) > Black Crusade (BC) > Deathwatch (DW) > Rogue Trader (RT) > Dark Heresy (DH)

EasyDoS: When making a d% test, the Degrees of Success are equal to the value of the 10s die +1.
Example: Rolling 37 give 4 DoS (3 + 1)

Optional: Opposed tests with NPCs. Instead of rolling opposed tests and comparing DoS, the Player rolls a standard Challenging (+0) test modified by 50 – the opponents skill.
Example: Rolling v. a Skill 30 opponent results in a +20 test. Rolling v. a 50 Skill opponent results in a +0 test.

Career Path advancements
The following Advancements, Skills and Talents are available in addition to the standard advance schemes.


Heroic and Master Characteristics Advances are available as per the advancement scheme for Sage (Ascension, p83)

Polyglot Rank 2 200 XP

Heroic and Master Characteristics Advances are available as per the advancement scheme for Judge (Ascension, p71) OR Crusader (Ascension, p51). Choose 1.

Inspire Wrath Justicar 200 XP
Blade Dancer Marshal200 XP
Sidearm Marshal 200 XP
Unarmed Warrior Arbitrator 200 XP
Unarmed Master Arbitrator 200 XP

Heroic and Master Characteristics Advances are available as per the advancement scheme for Death Cult Assassin (Ascension, p55) OR Vindicare Assasin (Ascension, p91). Choose 1.

Blade Dancer Nihilator 200 XP
Crushing Blow Nighthawk 200 XP
Sidearm Nihilator 200 XP
Target Selection Nihilator 300 XP
Moritat Reaper
The Bloody Edge (IH, p31) is interpreted to allow Chain and Power blades.
The Reaping (Talent) works like Whirlwind of Death (Only War, pg 153)
Blade Dancer Rank 6 200 XP
Flesh Render Rank 6 200 XP
Preternatural Speed Rank 6 300 XP

Heroic and Master Characteristics Advances are available as per the advancement scheme for Crusader (Ascension, p51) OR Hierophant (Ascension, p63). Choose 1.

Inspire Wrath Rank 6 100 XP

Heroic and Master Characteristics Advances are available as per the advancement scheme for Crusader (Ascension, p63) OR Storm Trooper (Ascension, p87). Choose 1.

Sidearm Rank 5 200 XP
Target Selection Sniper 300 XP
Imperial Psyker

Heroic and Master Characteristics Advances are available as per the advancement scheme for Primaris Psyker (Ascension, p79).

Bastion of Iron Will Rank 6 300 XP
Psychic Spite Rank 5 200 XP
Psychic Supremacy Rank 5 200 XP
Psychic Vampire Rank 7 300 XP
Warp Lock Rank 5 200 XP
Templar Calix
Blade Dancer Rank 4 200 XP
Preternatural Speed Rank 4 200 XP

Heroic and Master Characteristics Advances are available as per the advancement scheme for Desperado (Ascension, p59)

Inspire Wrath Charlatan 100 XP
Target Selection Charlatan 100 XP
Unarmed Warrior Rogue 100 XP
Unarmed Master Rogue 200 XP
Target Selection Rank 1 200 XP
Tech Priest

Heroic and Master Characteristics Advances are available as per the advancement scheme Magos (Ascension, p75) OR Sage (Ascension, p83). Choose 1.

Logis Prophesying (Int) Rank 4 300 XP
Logis Prophesying +10 (Int) Rank 7 300 XP
Luminen Barrier Rank 6 400 XP
Luminen Flare Rank 5 300 XP
Luminen Shield Rank 4 200 XP
Luminen Surge Rank 4 200 XP
The Flesh is Weak Rank 2 100xp
The Flesh is Weak Rank 4 100 XP
The Flesh is Weak Rank 6 200 XP
The Flesh is Weak Rank 8 300 XP
All Careers

All careers get the following advancement options.

Parry (WS) Characters who take any Melee Weapon Training as a Starting Talent also get Parry as a Starting Skill. Availability and Cost as the Dodge skill
Diplomacy ((el 40+) Rank 3 200 XP
Diplomacy +10 (Fel) Rank 5 300 XP
Talented (Diplomacy) Rank 6 300 XP

At Rank 9 characters may select advances from all branches of their career tree, at listed cost. 


We use the skill-list from Dark Heresy. Following are some changes and clarifications to how certain skills work.

Tech-Use, Trade (Technomat), Common Lore (Tech) & More

These skills have a lot of overlap, and the following is an attempt to define them more precisely. Note that this reduces the scope of Tech-Use, and makes it dependent on other skills in order to use more advanced technology.

Lore skills represent theoretical knowledge, while Tech-Use and Logic are practical skills. Trade skills represent knowledge, ability and credentials to practice professionally.

Common Lore (Tech): “An understanding of simple litanies and rituals to sooth and appease machine spirits.” (OW, p 120)

This skill is about knowledge of technology. It lets you identify machinery and recall information about its function, manufacture, model and history, as well as knowing how to identify problems and what to do to fix them. Actually fixing things may require Tech-Use or other skills.

Tech-Use (OW, p133) is more than just knowing how to use a device. It also covers repair, maintenance and possibly fabrication of a device as well. This represents your practical skill and competence with technology you know and are familiar with, which is limited by your knowledge and trade skills, or available documentation and instruction.

Trade (Technomat) (OW, p134) is like a University Diploma or other certification, and is the equivalent of an education as a mechanic. You know how to maintain and service known tech, but it grants little benefit outside this field.

Details and examples are given in Appendix A.


Corpus Conversion

The Errata for this talent (Errata, p7) is replaced by the following addition:

“Corpus Conversion can be used after the powerroll is made. The damage taken to fuel your powers this way cannot be treated with psychic or ordinary healing, nor will cybernetics or other infusions speed the slow and natural healing of these wounds.”

Jaded remains as in Dark Heresy, and does not protect against Fear.

Psychic Supremacy now gives the option to Fetter or Push powers as per Ascension (p125) instead of what is listed what is list.


Gear is available from the books from Dark Heresy and Rogue Trader, as well as the Fan Supplement the Macharian Handbook, all subject to GM approval.

Weapon Special Qualities

These are exceptions to the latest version of the Qualities, as described in OW.

Force You may spend a Half Action to activate the effect (with no distinct powerroll), and you may add 5x your Psy Rating to the opposed WP test (OW, p170). If you choose to spend only 5x PsyRating/2, there will be no chance of phenomena.
Power Field As described in Black Crusade (p150):When a character successfully uses this weapon to Parry an attack (or his own attack is parried) by a weapon without the Power Field, Natural Weapon, or Warp Weapon Quality or Trait, he has a 75% chance of destroying his attacker’s weapon.
Scatter As described in Only War Errata (p34): “At Point Blank Range, this weapon gains +10 to hit and deals +3 Damage. At Short Range, this weapon gains +10 to hit. At any longer ranges, this weapon suffers –3 Damage.”
Weapon profiles

The following profile changes (mostly) reflect changes from published materials.

All Plasma weapons gain the Maximal Quality (Only War page 171)
All Melta weapons gain the Melta Quality (Only War page 171)
All Flamers gain the Spray Quality (Only War page 173)
Good Quality Las pistol and basic weapons gain the Variable Setting function.
The Long-Las, Sniper Rifle , Hunting Rifle and Nomad gain the Felling (4) Quality (Only War page 169)
The Eviscerator gains the Razor Sharp Quality (Only War page 172)
The MP Lascannon gains the Proven (3) quality (Only War page 172)
The Omnissian Axe is a 2H Power-weapon, and uses the OW profile (p185)

Upgrades, modifications & Ammo
The Targeter works as in DH, giving +10 to all BS tests.

All Flak Cloaks cover Arms, Body & legs.
Force fields functions as in OW (p196). Rules from Inquisitors Handbook are ignored. Default Quality is Common.


Subskin & Cranial Armour – Cannot be installed on bionic replacement limbs. APs do not stack with effects from the Armour Trait and/or The Flesh is Weak Talent. The armour component from these implants is affected by the quality of the implant as pr rules for Armour Craftsmanship (OW, p167). Best Quality is almost undetectable, while poor quality results in visible deformations.

Drugs & Consumables

Leatherwort – Effect is reduced to 1 AP 

Psychic Powers

The rules for focusing powers are mostly as written in Dark Heresy, with the following modifications.

The Errata change to p161 (Errata p9) is discarded. Each power is assigned subtypes that govern which other actions can be combined with their use. It is possible to focus several powers each round in this way, as long as they have different subtypes, as per OW rules.

The Minor Powers are associated with the Psychic Disciplines, and any talents that affect a Discipline’s powers also affect the associated Minor Powers (I.e., Discipline Focus, Psychic Supremacy, etc.)

Attack Powers can be dodged if they are classified as Bolts, Barrage, Storm or Blast.

Changes to existing Psychic Powers

Minor Powers
Distort Vision – Effect is reduced to -20
Seal Wounds – The following is added to the description “Additional uses of Unnatural Healing on the same target in the same day require the target to make a Toughness Test with a difficulty that increases by one step each time this power is used, starting at Hard. To illustrate, the first time the target receives healing he makes no Test, the second time he makes a Hard (–20) Toughness Test, the third time he makes a Very Hard (–30) Toughness Test, and so on. Failing this Toughness Test results in the target’s body rejecting the unnatural manipulations and it suffers 1d5 Rending Damage as a result.

Further, if the psyker causes Psychic Phenomena or Perils of the Warp when using this power, the target gains 1 Corruption Point from a Phenomena, or 1d5 Corruption Points from Perils of the Warp.”

Precognitive Dodge – Sustainable, and effect is extended to cover melee attacks as well.
Fire Bolt – Does not require a WP test to hit.
Force Bolt and Force Barrage – Does not require a WP test to hit.
Telekinetic Shield – The Shields power is increased to 1 AP per point of Psy Rating, not ignored by weapons with the Warp Quality.
?Force Barrage – Gains the same overbleed effects as Force Bolt.

Playing the Game

Combat Actions

Called Shot works as described in Dark Heresy, a simple -20 modifier to BS tests.
Charge can be combined with Standard, Swift and All-Out Attack Actions. Their Bonuses stack.
Delay is a Half Action

Fate Points

Spending a Fate Point allows a character to do one of the following things:

  • Re-roll any one Test, including rolls to Focus Powers. The results of the re-roll are final.
  • Invoke a Talent or Trait to gain a +10 bonus to a Test, or to flip the dice, swapping 1s and 10s (so 73 becomes 37). This can be done after the dice have been rolled.
  • Count as having rolled a 10 for their Initiative.
  • Add an extra 2 degrees of success to a Test.
  • Instantly remove an amount of Damage equal to the Throne Agent’s Toughness Bonus. This cannot affect Critical Damage.
  • Immediately recover from being Stunned and remove all levels of Fatigue.
  • Make a Declaration based on your skills, Traits or Talents.

Talents, Traits and Disorders can also be Compelled to gain Fate Points in play. The GM may offer a Fate Point to compel a player to do one of the following things:

  • Re-roll any one Test, including rolls to Focus Powers. The results of the re-roll are final.
  • Take a -10 penalty to a Test. This can be done after the dice have been rolled.
  • Add an extra 2 degrees of failure to a Test.
  • Suffer a Declaration (a.k.a Something Bad happens)
These are rules for handling Aspects in FATE. Read more about these in any FATE rules document, like Diaspora, Nova Praxis or Strands of Fate.

h1.* Rules changes from Dark Heresy to Only War*

These are some of the most relevant changes to the rules introduced in later rulesets. This list is not complete, but should cover the most important parts. Note these are not really house-rules, just a highlight of the evolution of the 40K RPG rules from DH and onwards.


Degrees of Success. A Basic Success is now called 1 Degree of success. Similarly, a basic failure has 1 Degree of Failure. This is to simplify wording and handling of attacks with multiple hits, and their evasions.

Unnatural Characteristics now add a flat bonus to their Characteristic instead of multiplying it.

Skills & Talents

Skills are no longer split into Basic and Advanced, but some skills have Specialisations (called Skill Groups in DH).

Untrained skills now test at -20, instead of half the related Characteristic. Specialist skills cannot be used untrained. (OW, p113)

Skills may use Alternate Characteristics in certain situations (BC, p 92. OW, p114)

Example: Azlyon is attempting to camouflage his dust-skiff while he travels off on foot. The GM decides that he should use the Stealth Skill. He also decides that hiding a vehicle has little to do with Agility (the base characteristic for Stealth) and more to do with Perception and whether or not Azlyon notices he has left some part of it exposed. Therefore Azlyon makes a Stealth Skill Test (factoring any bonuses for talents, gear or extra Ranks in the Skill) testing against his Perception rather than his Agility.

Mighty Shot and Crushing Blow now scale with your BS/WS instead of remaining at a flat +2.
Note: The bonus is WS/2 rounded down, meaning 40-59: 2, 60-79:3, 80-99:4.

Crippling Strike is reduced to +2 Critical Damage, in line with Crack Shot.

New Skills & Talents

Many DH skills have been combined into fewer and broader skills. Parry (WS) is now a new skill, which can be trained beyond your WS. There are many new Talents, and the ones imported into our games are listed here:

Armour-Monger (OW, p140) Increase the efficacy of physical armour
Bastion of Iron Will (OW, p140) Gain bonus to Opposed Tests when defending against psychic powers
Blade Dancer (OW, p141) Reduced penalties for fighting with two melee weapons
Flesh Render (BC, p124) Improve Tearing. Roll 3d10, discard lowest 2
Inspire Wrath (OW, p146) Can inspire Hatred in a group
Polyglot (OW, p150) Character has innate grasp of languages
Preternatural Speed (OW, p150) Double speed when charging
Sidearm (OW, p151) Reduce penalties for fighting with pistol and melee weapon
Target Selection (OW, p152) May shoot into melee without penalty
Unarmed Master (OW, p152) Deadly fighter while unarmed
Unarmed Warrior (OW, p153) Improves unarmed attacks
Warp Lock (OW, p153) Ignore Psychic Phenomenon once per session
Whirlwind of Death (OW, p153) Make one attack for each opponent


Weapon Special Qualities

Some Qualities are new, others have had their effects slightly changed.

Concussive (x) – Targets must pass a Toughness test, modified by -10 times (x), or be stunned for 1 round pr DoF. If Damage taken exceeds the targets SB, he is knocked Prone.

Felling (x) – Ignores the effects of (x) levels of Unnatural Toughness.

Flame – Test Ag to avoid catching fire, even if hit did not cause any damage.

Force – The Psychic Power rules have changed, and the Activation test is now the same as the opposed WP test, which receives a bonus from the used Psy Rating (and can be Fettered).

Melta – Doubles Pen on Short Range

Maximal – Allows extra damage, but incurs Recharge

Overheats – Overheats on 91+, drop weapon or take Energy damage.

Primitive (x) – These weapons treat all damage die results above x as x. Armour works normally against such attacks (they do not count double APs).

Proven (x) – These weapons treat all damage die results below x as x.

Razor Sharp – Doubles Pen if attack scores 3+ DoS

Shocking – Armour offers no benefit to Toughness test to avoid Stunning, but the attack must cause at least 1 pt of damage, after AP and TB reduction.

Spray – Replaces the to-hit mechanics of Dark Heresy’s Flame.

Toxic (x) – Targets must pass a Toughness test, modified by -10 times (x), or take additional damage from poison.

Unbalanced & Unwieldy weapons cannot make Lightning Attacks.

Lasgun Variable Setting (OW, p175): Many Lasguns have a variable setting option, allowing it to fire higher-powered bursts. It may be changed to overcharge mode, dealing +1 Damage, but using two shots worth of ammunition per shot fired.

Further, the lasgun may be changed to overload mode, dealing +2 Damage and gaining +2 Penetration. In this case, the lasgun uses four shots of ammunition per shot fired, loses Reliable, and gains Unreliable.

Weapon Upgrades

Targeting equipment (like Red-dot sights and Targeters) give no bonus to pistols fired in melee. (OW, p168)

Weapon Customization is a class of upgrades that replace, rather than add, to a weapon, and the bonuses they have are often tailored to a specific user.

Psychic Powers

These rules have completely changed, and so have the powers. See the House Rules section to see which changes have been imported into our games.


Combat Actions
All Actions have a defined subtype, and In addition, characters may only take one Action with the Attack subtype and one Action with the Concentration subtype during their Turn. They may still take Reactions with the Concentration or Attack subtype during the same Round, since this does not happen during their Turn. Note that sustaining psychic powers (most of which have the Concentration subtype) does not count as taking Actions.

The Actions for automatic fire as well as Swift and Lightning melee attacks have all been changed to Half Actions, and their modifiers and mechanics have changed:

  • The Standard attack now gains a +10 modifier to hit. This stacks with Aim, Charge, etc.
  • Swift Attack is resolved the same way as a Semi-Automatic Burst, with every second DoS resulting in an additional hit. For melee attacks, the maximum # of hits is equal to your WS Bonus (The 10s digit in your WS)
  • Swift/Semi Auto Attacks are made at a +0 modifier.
  • Lightning Attack is resolved just like Full Auto Burst, with hits pr DoS.
  • Lightning/Full Auto Attacks are made at a -10 modifier.

Evasions vs Swift and Lightning attacks are handled just as with automatic fire.

Delay is now a Full Action.

Combat Rules

You may substitute the # of DoS on your attack test with one of the dice on the subsequent Damage roll. This means that a very successful attack will not cause negligible damage. (OW, p250)

Righteous Fury has changed from having a chance of dealing additional damage to automatically causing a d5 Critical Hit on the Target. NPCs may deal RF in this way as well as players. “Mooks” that are hit with a RF do not suffer a Criticals, they simply die (OW, p250)

Pistol weapons are fired one-handed and can be used in close combat. However, when a Pistol is used in close combat, the firer gains no bonuses or penalties to hit for range or targeting equipment. Pistols with the Scatter Quality fired in melee are considered to be firing at Point- Blank range. However, they do not gain a +30 bonus for being at Point-Blank range. (OW, p168)

Pistols fired in melee may be fired on any mode. The restriction to Single Shots only is lifted, but “any pistol hits must be against targets in melee”. (OW, p252)

Apendix A: Clarifications

Tech-Use, Trade (Technomat), Common Lore (Tech) & More

The various skills have different focus, and work together with certain synergies.

Common Lore: (OW, p120) The GM can call a player to use the Common Lore Skill when:

  • The GM feels the Player Character might know something about a current situation, location, or individual.
  • The character wants to know a specific detail about a common subject.

Forbidden Lore: (OW, p121) A successful Forbidden Lore Test imparts information from the GM to the player.

Common Lore (Tech) lets you know which litany or ritual is appropriate to common situations. It does not require any technical understanding, nor does it provide any benefits when dealing with uncommon situations such as interacting with an ancient archeotech cogiator device discovered on a derelict hulk. This is the application of Rite and Rote learning to operate tech, and is the way the great masses of low ranking tech-priests operate. It will let you identify machines of Imperium and Mechanicus design, revealing details such as pattern, manufacturer, model, as well as trivia about the item and its history.

Common Lore (Machine Cult) is knowledge about the overt elements of the Cult Mechanicus. It covers such things as “the symbols and practices of the Mechanicus, as well as such things as formal greetings and identifying ranks”. It has no practical application when it comes to operating or maintaining tech, but will prevent you from making a fool out of yourself when dealing with Tech priests.

The Forbidden Lore (Adeptus Mechanicus) has no practical application. It does not cover secret knowledge of plasma drives or the truth about the nature and existence of Machine Spirits. What it does cover is “An understanding of the followers of the Machine God, including such things as their observances, common beliefs and core philosophies.”

It might be useful when interacting with Tech priests, trying to understand their motives and/or actions and perhaps to evaluate whether or not something is orthodox or not. It does not help with obscure tests to work ancient cogitators, but it might help trying to decide whether a suggested repair/modification would be acceptable to the Mechanicus or not.

Forbidden Lore (Archeotech) will let you identify the nature and function of ancient devices you find. It might also help with the test to operate the ancient cogitator, but is once again a skill with little practical application. It will not allow you to recreate ancient las-pistols of incredible power, or allow “creative” designs to improve your plasmagun. “No Acolyte, however skilled, can create or repair weaponry from the Age of Technology.” (IH, p 240)

Building or modifying weapons, gear and other tech is covered by Trade skills. Tech Use alone does not let you do this. Attaching weapon upgrades is covered by the Trade (Armourer) skill (Core book, p141). Making a primitive plate armour is covered by Trade (Smith) see Inquisitor Handbook, p243, while the usage of less primitive elements would require Trade (Armourer). To create structural component, or armour plating for a vehicle, Trade (wright) is also needed. Neither of these skills will let you invent anti-grav plating or teleporters, you will need blueprints (preferably based on an STC) or you will be stuck to making rather primitive things.

Trade (Technomat) is “used to maintain and repair technological devices, but through rote memorization rather than true understanding” (OW, p134), but it will not let you build them.

It does not indicate an understanding of the tech they work with, but they do know to spot a faulty flux-capacitor and to replace it. Should the flux-capacitor require extensive repairs after the unfortunate application of an evsicerator or Choppa, and they have no spare part to replace it with, they might be stumped. It will also let you operate ancient machinery, even if nobody knows how they work: “The Skill may also be used to create effective rituals for newly discovered items, based upon the vast knowledge of customs for similar devices. Thus, if the Acolytes discover an ancient cogitator, their technomat might attempt to placate its machine-spirit with rituals known for similar machines.” (IH, p 244)

Tech-Use would let you repair the Flux Capacitor, however this would be a very hard test unless you have the relevant blue-prints and/or specialized knowledge. It is more commonly used to repair and operate mechanical and electronic items, and represents your ability to tinker and “figure things out” like a proper grease-monkey and geek. Designing a replacement for the Flux Capacitor based on available material would be beyond the scope of this skill. Indeed, it appears to fall outside of all the skills described in the book. It seems to just be “not done”.

Tech-Use does not mean understanding of HOW the technology functions, it will just let you operate and perform repairs on it. Like the computer technician who knows how to replace a faulty motherboard, but has no idea about how to make a new CPU, or how it works. The scope of work you may attempt to do with Tech-Use is limited to your knowledge of technology and any instructions and/or documentation available.

Logic is the theoretical counterpart to tech-use, and represents understanding of mathematical and mechanical principles. For Tech-priests it also covers Mathemechanica Rituals, granting bonus to certain Tech-use applications.

Acquisitions, Requisitions and shopping

The rules regarding Availability, Craftsmanship and Population sizes are not exactly intuitive, so this is my take at them, using guns as an example.

The sort of stuff you would find in a gun-store would be the stuff with high availability. A small town of less than 10,000 souls might not even have a dedicated gun-store (but the local trader would likely have some poor rifles, stub revolvers and ammo).

But in a populated area (mid-size town, ca 50 000 souls) there would be shops selling all sorts of stuff with at least Common availability. Finding such a place would be a Routine test (Inquiry +20), and you’d be eligible to receive Assistance by two other people, bringing the test up to a +40. Even a killer should be able to manage this.

The more exotic stuff won’t be found in a store. Military grade stuff isn’t sold to civilians in Dakka’n’Ammo stores across the Hive, they have to be procured through channels. Official or underworld, you probably need Contacts (see IH Chapter 9). With just a few 100 XP you too can have a man in the right place, who can procure rare firearms normally not available for purchase by the unwashed masses.

We’re used to be able to buy whatever we want in a (relatively) local store, or ordering special gear from the internet. Unless it’s illegal to buy, everything is available to modern man. For a price. But not so in the 41st millennium. This will vary from world to world, but the Imperium is modeled upon a medieval European lifestyle, and there were no hardware stores in your local village. There was no mail-order. You wanted a spade? You went and found a blacksmith, and bartered. You couldn’t find a blacksmith who would barter for your apples you were SOL.

So you’re in the Deblan Heights, Sector 7 of the 3d level of Spire Banthus on Sibellus. It’s crowed enough, as is most habitable areas of the hive, housing several hundred thousand souls in just a few square kilometers. There are several vendors of arms (for personal protection, and for your sacred duty should enemies of the Imperium ever threaten the rightful rule of Baron Von Denbar), but why should any of them have Heavy Bolters for sale to the civilians living here? No soul here could probably ever afford one, nor should the uppity commoners ever have the right to own such a holy item of righteous wrath and the Omnissiahs might. It would threaten the ability of the Magistratum and the Adeptus Arbites to police the sector, might give the Baron sleepless nights, and as such work to undermined the safety and sanctity of Imperial rule.

It wouldn’t be in the stores even if the owner somehow got his hands on one. These things are built on-license, to order, and all belong to powerful organizations like the Imperial Guard or others who you do not want to piss off.
Having one for sale would mean awkward questions asked.

Of course, in this place there will be someone who knows how to get his hands on one. But finding this person, and convincing him to trust you enough to deal with you, now THAT is going to be a Difficult task. (as per the table on p 126)

That’s how I understand the system. That just means that messing about in Deblan Heights isn’t the best way to equip your crack team of secret agents with Heavy Bolters. Ascension brings in the Influence and Requisition rules, which works like Rogue Traders Profit and Acquisition rules. Until you get there, use Contacts.

Caveat Emptor

If you fail an Acquisition roll, the GM can offer you the item you wanted, but with strings attached. Maybe it’s a recently stolen item which will draw local law enforcement’s interest. Maybe the vendor wants a special favor done before she agrees to sell. Maybe the item wasn’t quite what you expected: it has a flaw in its construction which gives it an unfavorable quality like Unwieldy, or a hit to its craftsmanship rating. Or maybe, in the case of really big purchases like grand cruisers or corporations or unique treasures, it’ll permanently impact your finances, resulting in a permanent loss of 1d5 Profit Factor. One of the players might also have a fun suggestion for a complication which the GM will like. In any case, the GM will tell you what you’re getting into, and it’s your explorer’s or your party’s decision whether to take it or leave it. This system’s name is Latin High Gothic for “Let the buyer beware,” and is based on what happens when you fail a Resources roll in the Burning Wheel fantasy RPG.

The Wes' rules

Warhammer 40,000: Apocrypha Files NicMuehlenweg NicMuehlenweg