Weapon Customization

Through training and deployment, a soldier of the Imperial Guard spends virtually every moment with his trusted weapons within easy reach. Over time, his primary weapon becomes an extension of his body. As each soldier becomes increasingly familiar with his armaments, he may opt to make minor changes to the weapon. Extensive changes would invariably violate standard doctrine and draw the ire of superior officers. However, most officers choose to turn a blind eye to minor tweaks of the weapon. In this way, a character may find solutions to offset bad habits in the way they carry and wield the weapon, but also adjust it so that they may operate at their peak efficiency.
Keep in mind that the changes associated with customisation are invariably minor adjustments. To the casual observer, most of these changes are hardly noticeable. It is the very subtlety of these customisations that enable the Imperial officers to turn a blind eye to the tweaks. However, one or more of these minor changes may ultimately instil confidence in the soldier and increase his overall combat performance.
Weapon customisations may only be applied to a piece of equipment that is part of the Standard Regimental Kit or a favoured weapon of the soldier’s Regiment. Guardsmen never have sufficient exposure or training to safely customise more specialised weapons. Similarly, regimental officers are well versed with the various customisations that their men make. When they spot a soldier wielding a weapon with which they are less familiar, they are far more prone to issue punishments for unauthorised customisations of such armaments. Each character may install up to four customisations to any of his Standard Regimental Kit weapons.
All customisations require a Routine (+20) Trade (Armourer) Test. Success on the Test implements the modification. Characters who suffer two or more Degrees of Failure damage their weapons, requiring that it be returned to the supply depot for replacement. If customisations are attempted in the field when the supply depot is unavailable, such failure causes the weapon to become Unreliable. If the weapon was previously Reliable, it instead loses that Trait. Naturally, if the character loses or replaces a customised weapon, he also loses all of his customisations. A weapon newly issued from the supply depot is delivered in stock conditions.
Characters do not have to perform customisations for themselves. Instead, another more ably skilled character may make these changes for them. However, the character who performs the procedure might want some form of repayment for his services. Such compensation is entirely subject to the whim of the acting player or Game Master.

Customizations

CARBINE
Some Guardsmen prefer a lighter, more manoeuvrable weapon than a rifle, while also requiring more stability than a pistol can offer. With the addition of a stock and possibly some additional modifications, a pistol weapon can be effectively turned into a carbine.
A weapon with this customisation changes its type to Basic and increases its Range by half.
Applies to: Any Pistol weapon.

CUSTOM GRIP
The weapon’s hilt, under-barrel grip, or handle is modified to better fit the character’s hands. The grip might be textured, changed in size, or grooves might be added that align perfectly with the character’s fingers. As a consequence of these changes, the character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.
Applies to: Any weapon.

DEACTIVATE SAFETY FEATURES
The weapon has been modified so that its volatile nature is always at the forefront. A weapon with this modification is always ready to be fired or wielded in an instant. When using a Ready Action to prepare a weapon with this modification, a character may Ready another weapon or draw another item as part of the same action. However, any time a character who is carrying a weapon with this modification suffers four or more Degrees of Failure on a Movement Skill Test, this weapon fires, activates, or cuts itself free as a result of the jostling.
Applies to: Any weapon.

EXTENDED BARREL
While the Departmento Munitorum issues long-lases and sniper rifles to dedicated snipers, some Guardsmen take it upon themselves to modify their weapons to better utilise their skill as a marksman. Often, this is most readily achieved with components from a similar or identical weapon, either scavenged from the field or “borrowed” from the quartermaster.
A weapon with an extended barrel increases its Range and weight by half.
Applies to: Any Las, Solid Projectile, or Bolt weapon.

FLUID ACTION
The weapon’s internal mechanisms have been thoroughly lubricated and carefully maintained down to the finest detail. When the character uses the weapon as part of a Semi-Auto Burst Action, he counts as scoring one additional Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully engaged. Reload time is increased by an additional Half Action.
Applies to: Any ranged weapon capable of Semi-Automatic fire.

HOME MATERIALS
Some of the weapon’s components—typically stock, grip, hilt, or shaft—is constructed of materials manufactured or grown upon his regiment’s home planet. This serves as a powerful reminder of the Guardsman’s home and a constant reminder of his duty to serve and protect the Imperium of Man. Characters who wield a weapon that features this modification receive a +5 bonus to any Fear Test.
Applies to: Any weapon.

MANUAL OPERATION
Expert marksmen sometimes disdain the use of automatic weapons, believing that a single, well-placed shot is far preferable. As a result of this thinking, some veterans modify their weapons to fire only single shots. While this may partially be for simple bragging rights, such modifications do reduce the wear on the weapon, maintaining its efficiency over longer periods of time.
A weapon with this customisation changes its fire mode to S/–/– and gains the Reliable Quality, or loses the Unreliable Quality, if it had it.
Applies to: Any Solid Projectile or Bolt weapon capable of Semi-Auto or Full Auto fire.

MODIFIED STOCK
When the character holds a weapon with a modified stock up to aim, its contours perfectly align with his shoulder and cheek. The weapon fits his body perfectly and there is no moment of hesitation. As the character takes aim with the weapon, it feels like a natural extension of his body. When a character takes an Aim Action with weapons modified in this way, he receives an additional +2 bonus on a Half Action or an additional +4 bonus for a Full Action. This customisation is compatible with any other devices that modify Aim Actions. This customisation is most commonly applied to the stock of a Basic ranged weapon, but comparable changes may be made to virtually any weapon.
Applies to: Any weapon.

QUICK-RELEASE
The mechanism for removing a magazine is carefully modified so that it may be ejected forcibly and rapidly, reducing the amount of time required for inserting fresh ammunition. The mechanism could be more thoroughly lubricated, might have springs or magnets installed, or might use some more sophisticated system. As a consequence of these changes, the weapon’s Reload time is reduced by a Half Action, down to a minimum of a Half Action. For example, a weapon that normally took 2 Full Actions to reload can be reloaded with one Full and one Half Action.
Applies to: Any ranged weapon.

REDUCED WEIGHT
This customisation involves shaving off excess parts, boring holes through non-structural solid features, and generally replacing as many parts of the weapon as possible with alternative components made of lighter weight materials. In some cases, these materials can be obtained from the stores of other regiments, while in others, they must be fabricated from whatever materials are available on the base. Regardless of how the changes are implemented, weapons that undergo this customisation decrease their weight by 20%, or a minimum of a 0.5 kg loss. However, the resulting weapon is substantially more fragile. If it is used in melee—either as intended or as an improvised weapon—it may crumple under an impact. Any unmodified roll of 90–100 results in the weapon shattering and becoming irreparably damaged.
Applies to: Any weapon.

REINFORCED
Additional support brackets are affixed to the weapon so that it can better handle the stresses of battlefield abuse. These brackets could be scavenged from other equipment, custom fabricated from alternative components, or simply be from alternative patterns of comparable weapons. With the additional reinforcement, the weapon is better suited to melee combat. If the customised arm is a ranged weapon, it receives an additional +1 bonus to Damage when used as an improvised weapon. If the base item is a Melee weapon, when parried by a weapon with a power field, its chance of destruction is reduced to 60%. In any case, the weapon’s weight is increased by 20%.
Applies to: Any weapon.

SACRED INSCRIPTION
The character inscribes a sacred script from the Imperial Creed upon the weapon. These inscriptions are generally etched into the weapon’s surface and might be lavishly illuminated with valuable metals, jewels, and embedded relics, medals, or talismans from members of the Ecclesiarchy. Characters who wield these weapons are held in high regard by any priests or missionaries with whom they work but are also held to the highest standards by these same individuals. The constant reminder of their faith serves to instil additional courage in the weapon’s wielder when his faith is tested. The weapon provides a +10 bonus to any Pinning Test.
Applies to: Any weapon.

SAWN-OFF
While most often applied to shotguns, other weapons are sometimes cut down. Though this modification results in a slight reduction in range and power, sawn-off weapons are lighter and more easily manoeuvrable, making them desirable for city fighting or boarding actions, where soldiers must be able to move through narrow doors or other openings, while keeping their weapon ready. Sawn-off weapons are also easier to conceal, a trait which, while desirable for hive gangers and other criminals, can also come in handy for a Guardsman attempting to hide his unsanctioned firearm during inspection.
A sawn-off weapon reduces its range and weight by one quarter and inflicts an additional +2 Damage when fired at Short Range or closer.
Applies to: Any shotgun or autogun.

TRIGGER ADJUSTMENT
Through precise adjustments, the weapon is modified so that its trigger pull better fits with the length of the character’s fingers and the way they grip the weapon. This is a very precise adjustment that requires careful workmanship to not disrupt the firing mechanism, safety features, and the travel length of the trigger. When wielding a weapon with a finely adjusted trigger, the character is able to aim the weapon and snap off the first shot much more quickly. During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative. However, due to the variation, if any other individual uses the weapon, he suffers a –5 penalty to Ballistic Skill Tests made with it.
Applies to: Any ranged weapon.

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