Post by DeanTheCat on Jun 30, 2019 19:16:36 GMT 8
"Remember to constantly praise the Omnissiah for his benevolence in everything you do. He may bestow more blessings on us, allowing me to keep this store in stock for you ingrates who lack faith." - Senior Enginseer Larry
General Goods
General Goods require no permits to buy, and are always in supply.
Consumables:
5 IC - Meal, Ready to Eat
10 IC - Fuel Cell, "E" Grade
50 IC - Sanctified Holy Oils
50 IC - Potion of Healing
50 IC - Detonator
50 IC - Acid, Industrial Grade
75 IC - Thermite Charge
100 IC - Fuel Cell, "D" Grade
500 IC - Fuel Cell, "C" Grade
2000 IC - Fuel Cell "B" Grade
5000 IC - Fuel Cell "A" Grade
Tools / Gear:
5 IC - Crowbar
5 IC - Pickaxe
5 IC - Hammer, Ball
5 IC - Pole, 10ft
5 IC - Canteen
5 IC - Mess Kit
5 IC - Holopad
10 IC - Hammer, Sledge
15 IC - Grappling Hook
15 IC - Synthetic Rope, 50ft
30 IC - Portable Lantern (Requires "E" Grade cells)
50 IC - Cooking Utensils
50 IC - Magnifying Glass
75 IC - Vox Communications Radio, Short Range
150 IC - Auspex Scanner, Civilian Grade
150 IC - Cartographer's Tools
150 IC - Field Repair Kit
400 IC - Spyglass
Ship Upgrades
These upgrades require a Starship Licence authorised by Francis Drake in order to be purchased.
1000 IC - Melta Torpedoes (1 Salvo)
5000 IC - Cyclonic Shielding
5000 IC - Enhanced Targeting Systems
7500 IC - Foundry Segment
10000 IC - Expanded Torpedo Storage
15000 IC - Improved Communications Uplink
15000 IC - Improved Load Balancer
20000 IC - Aeldari Cobra II D-Impaler
20000 IC - Secondary Shield Generator
20000 IC - Teleportarium
Weapons of the Omnissah
The general armoury of H1-ND, these items require an Expedition Permit, Grade 2 or higher to be purchased.
# denotes that the weapon requires special ammunition.
* denotes that there is a very limited supply of the item, and it may not always be in stock.
Weapons:
50 IC - Bayonet Attachment (1d8, Prof 2, Melee, Can only be attached to a two handed ranged weapon)
100 IC - Laspistol (1d6, Prof 2, Ranged 5/10)
100 IC - Lasrifle (1d8, Prof 2, Ranged 10/20)
200 IC - Chainsword (1d10, Prof 2, Bonus attack on 6+, Melee)
200 IC - Combat Knife (1d8, Prof 3, Bonus attack on 6+, Melee)
250 IC - Hotshot Lasgun (1d10, Prof 2, Bonus 1d8 vs Lightly Armoured, Ranged 10/20)
300 IC - Galvanic Rifle (1d10, Prof 2, Bonus 1d8 vs Forcefield, Ranged 10/20)
500 IC - Transuranic Arquebus# (2d12kh1, Prof 2, Crits on 19-20, Ignores Partial Cover, Ranged 20/40)
1000 IC - Plasma Rifle (1d10, Prof 2, Bonus 1d8 vs Heavily Armoured, Ranged 10/20)
1000 IC - Plasma Pistol (1d8, Prof 2, Bonus 1d8 vs Heavily Armoured, Ranged 10/15)
1000 IC - Power Sword (1d10, Prof 2, Bonus 1d8 vs Moderately Armoured, Melee)
Ammunition / Explosives:
100 IC - Transuranic Rounds (3 Rounds)
100 IC - Frag Grenade (3d6kh2, Prof 2, Bonus 2d6 vs Lightly Armoured)
150 IC - Meltabomb (3d12kh1, Prof 2, Bonus 2d12kh1 vs Heavily Armoured, Thrown 5/10)
150 IC - Psyk-Out Grenade (1d6, Prof 2, Bonus 4d12kh2 vs Psykers, Thrown 5/10)
Consumables:
2000 IC - Teleport Homer
3000 IC - Spiritstone*
Tools / Gear:
500 IC - Special Ammo Bandoleer (Equip: Chest, Stores up to 15 shots. A Meltabomb / Psyk-Out Grenade takes up 3 slots)
1500 IC - Auspex Scanner, Military Grade (Requires "C" Grade cells)
H1-ND's Finest
These items are specially controlled items that require an Expedition Permit, Grade 1 to purchase. These may contain Xenos-tech modified items or heavy weaponry that may otherwise be hard to purchase.
# denotes that the weapon requires special ammunition.
* denotes that there is a very limited supply of the item, and it may not always be in stock.
Weapons:
1000 IC - Tesla Rifle (1d10, Prof 2, Bonus 1d6 vs Moderately Armoured, Lightning Damage, Ranged 10/20)
1000 IC - Pulse Rifle (1d10, Prof 2, Bonus 1d8 vs Moderately Armoured, Ranged 5/10)
2000 IC - Plasma Sword (1d12, Prof 2, Bonus 1d8 vs Moderately / Heavily Armoured, Exotic Melee)
2200 IC - Chain Glaive (1d12, Prof 2, Bonus attack on 6+, Reach 1, Exotic Melee)
2200 IC - War Scythe (1d12, Prof 2, Bonus 1d8 vs Lightly Armoured, Reach 1, Exotic Melee)
2500 IC - Ion Rifle (1d12, Prof 2, Crits on 19-20, Exotic Ranged 15/30)
2500 IC - Meltagun# (2d12kh1, Prof 2, Bonus 1d12 against Heavily Armoured, Mortal Wound, Ranged 10/20)
4000 IC - Xenophase Blade (1d12, Prof 3, Bonus 1d12 vs Forcefield, Exotic Melee)
5000 IC - Inferno Pistol# (2d10kh1, Prof 2, Bonus 1d12 against Heavily Armoured, Mortal Wound, Ranged 15/20)
10000 IC - Fusion Gun# (3d12kh2, Prof 2, Bonus 2d12kh1 against Heavily Armoured, Mortal Wound, Exotic Ranged 10/20)
12000 IC - Fusion Pistol# (3d10kh2, Prof 2, Bonus 2d12kh1 against Heavily Armoured, Mortal Wound, Exotic Ranged 15/20)
Ammunition / Explosives:
500 IC - Melta Charges (3 Rounds)
700 IC - Fusion Charges (3 Rounds)
Consumables:
5000 IC - Brilliant Spiritstone*