Hak List for Dark Heresy

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Valas
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Hak List for Dark Heresy

Post by Valas » Mon Apr 16, 2012 9:17 pm


Valas
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Posts:187

Re: Hak List for Dark Heresy

Post by Valas » Tue Apr 17, 2012 1:18 pm

New hak for Fridays game:

CCS (City/Castle Construction Set) V0.478

http://nwvault.ign.com/fms/Download.php?id=75421

Valas
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Re: Hak List for Dark Heresy

Post by Valas » Fri Jul 13, 2012 1:40 am

Some updates...please download before 7/20/12 game

New Dark Heresy hak and tlk.
https://www.box.com/s/7fab28606a930bb0f648

Scorched Earth tileset.
http://nwvault.ign.com/fms/Download.php?id=110366

Also updated the Dark Heresy Guide.

Valas
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Posts:187

Re: Hak List for Dark Heresy

Post by Valas » Fri Sep 28, 2012 12:35 am

Updated version of Dark Heresy hak:(9/27/12) edited (10/4/12

https://www.box.com/s/schpe3ees3hd1y0wj8br

Change Log.

Added Tyranids.

Added the following feats to classes:

Psyker:
Flensing
Hard target
Swift Attack
Wall of Steel
Die Hard
Nerves of Steel
Last Killer Standing
Gunfighter Saint
Gates of Infinity
Vortex of Doom

Assassin:
Last Killer Standing

Guardsmen
Nerves of Steel
Last Killer Standing

Mechanicus Secutor
Nerves of Steel
Last Killer Standing

Weapon:
Heavy Bolter
Las Cannon
Hell Gun
Plasma Gun
Las Weapons
Flash Bang Grenades

Minor bug fixes in tlk & 2das.

Generic feats for all classes:

Single Shot - switches weapons with the designation automatic to single shot
Rapid Shot - switches weapons with the designation automatic to 3 round bursts.

Heavy Bolter
Ammo Caliber: Heavy Bolter Rounds
A larger support version of the boltgun, the heavy bolter is seldom seen outside military organisations. It uses a much larger version of the standard bolt shell, with more propellant for greater distance and stopping power, which also makes it more deadly to armoured vehicles.
This weapon fires in a 3 round burst.
Damage: 5(d20) x 3

Las Cannon
Ammo Caliber: .Las Cannon Pack
Built for war, lascannons use huge power packs that provide enough energy to punch holes in the thickest
armour even at very long ranges. Lascannons also require separate power packs, which is why they are often crewed by two or more people.
Damage: 8(d20)

Hellgun
Ammo Caliber: Hellgun Pack
Dating back to the Skitarii cohorts that joined in the Angevin Crusade to conquer the Calixis Sector, this pattern of high-power, rapid discharge lasweapon remains unchanged as the standard armament of the elite Skitarii Secutor squads. As well as delivering
a larger charge, hellgun blasts are more focused than those of a lasgun and capable of easily punching through light armour, inflicting distinctive "through-and-through" burn wounds on their victims. The D'laku hellgun as an availability of Scarce in the Lathe system and Very Rare on other Forge Worlds.
Weapon fires a 3 round burst.
Damage: 2(d20) x 3

Plasma Gun
Ammo - Plasma Gun Power Pack
An uncommon weapon, even in the ranks of the Imperial Guard or illustrious Space Marine forces, most extant plasma guns are hundreds if not thousands of years old. However, as a testament to their design, they remain as deadly today as they were on the day of their fabrication.
Damage: 8(d20)

Laspistols/Lasguns
Ammo: Laser Powerpack
Laser or "las" weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy emitted from high-storage fast-discharge capacitors, with a flash of light and a distinctive snap like the cracking of a whip as the
trigger is pulled.
Damage 2(d20)+10

Flash Bang Grenade
Flash bangs stun and temporarily blind the targets in a 10 foot radius around the explosion.

Feats:

Last Killer Standing
Type of Feat: Class.
Prequisite: Nerves of Steel
Specifics:
Veteran of a hundred gun battles, summary executions and black operations, you have learned to stay alive regardless of the odds when the bullets and las-bolts fly by, using the environment to your best advantage. This feat when used, gives the player a 50% concealment bonus, a +5 to AC, and 50 temporary hit points for 2 minutes.
Use: Selected - 2/day

Psionic: Gates of Infinity
Power Score: Wis -5
Cost: 32
Discipline: Psychoportation
Range: Unlimited
Area of Effect: 5 m. radius
Duration: Instantaneous
Save: None
Required For: None
Rending the veil between worlds, the psyker creates a rift through which he and his allies might pass.

Psionic: Vortex of Doom
Power Score: Wis -4
Cost:30
Discipline: Metapsionics
Range: Medium
Area of Effect: 1 Creature
Duration: 1 round +1 round / level
Save: Fortitude: Negates
With an utter disregard for reality, the psyker opens up a flickering vortex in the fabric of space and time. The vortex is 2 metres in diameter and may be placed anywhere within range of the psyker. Once created, however, the psyker has no more control over it. Nearby living creatures take 1d6 negative energy damage per level of the caster (max 10d6).

Psionic: Flensing
Power Score: Con -2
Cost: 25
Discipline:Psychokinesis
Area of Effect: Targeted Individual
Duration: Instantaneous
Save: Fort Partial
Flensing strips the flesh from a corporeal creature's body. Each round the target suffers 3d20 points of damage, 1d6 of strength damage, and 1d6 of constitution damage. A fortitude save reduces the damage by half and negates the strength and constitution damage. The target makes a save each round to avoid damage for that round.

Gunfighter Saint
Type of Feat: Class.
Specifics: (Available 9th level)
The character is a gunfighter of terrifying skill; in his hands, pistols seem to have a will of their own, a will that wants only to bring death to the living. This trait gives the player 5 attacks/rd with a +20 to hit for 2 minutes.
Use: Selected: 4/day

Valas
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Posts:187

Re: Hak List for Dark Heresy

Post by Valas » Sun Feb 17, 2013 6:50 pm

New Hak for campaign. Please d/l by 2/22/13.

http://nwvault.ign.com/fms/Download.php?id=155447

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