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The Armoury

Started by Zakkeg, June 21, 2011, 07:11:42 AM

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Zakkeg

So I've decided to do something I should've done years ago - share the collection of talents, equipment & psychic powers I've created for Inquisitor over the years. I've never had the chance to use most of them, but it'd be nice to think that someone might. :P

It's now been suggested that this be turned into a community project, which I happen to think is an excellent idea. For the sake of avoiding clutter (well, more clutter) and giving credit where it's due, contributions by other 'Clavers are linked to at the bottom of the post.

Right, here we are then:


TALENTS

Astartes Implants: A Space Marine with complete and fully functional implants has the following abilities:

Automatically gain Ambidextrous, Nerves of Steel, Spit Acid and True Grit.
Re-roll failed Awareness and Toughness tests (except for System Shock).
Ignore first Stunned result each turn.
Treat "automatically suffers System Shock" as "must test for System Shock".
Attacks must do more than [Base Injury Value] damage to increase injury level beyond Heavy.
Double Toughness when calculating System Shock, Consciousness and Instant Death.
Roll D6 rather than D3 for any Recovery rolls.
-1 Bleeding damage (if this results in 0 damage, Bleeding stops entirely).

*Alright, this one isn't so much my own creation as it is a way of condensing the contents of Eoin's excellent DM article for expediency's sake. Thought it might be handy, though.

Blasphemy: The character with this ability knows dark secrets and foul utterances that were never meant to fall upon mortal ears. He may take an action to voice them aloud; any enemy within earshot must pass a Nerve test or spend their next successful action recovering.

Disarm: The character has honed the ability to strike his opponent's weapon in such a way as to jar it from his grip. Roll to hit, with a –10% penalty. On a successful strike, the enemy must pass a strength test or drop their weapon (at half strength if wielding it one-handed). Any attempt to parry the blow is affected as though a successful feint had been made.

Master Surgeon: The character is a true master of the healing arts, and given the appropriate equipment and time can repair nearly any injury. The character counts as having the Medic ability. In addition, when attempting to heal a character the recipient of his aid will count as having the Regenerate exotic ability for as long as they are being administered to.

Survivor: The character has a finely-honed sense for danger – and how to avoid it. When the character fails a pinning test, he dives D6+2 yards towards cover rather than the usual D6. In addition, whenever a pinning test is failed voluntarily, the character need not use his next successful action to recover.

Swordsman: The character is extremely competent with a blade, able to find the balance and adjust accordingly. When armed with a sword of any description, the character treats its parry penalty as 10% lower than it actually is.

Unstable: The character suffers some mental or psychological defect that can lead to bouts of uncontrollable rage at the slightest provocation. Whenever the character suffers a new injury, he must make a Wp test with a penalty equal to the amount of damage inflicted or be subject to Frenzy for the remainder of the game. Other circumstances may trigger a similar Wp test at the GM's discretion.

Well-Read: The character has amassed vast stores of knowledge regarding trivia, minutiae, and other such mental bric-a-brac. When dealing with particularly obscure areas of knowledge (and only obscure areas), the character halves any penalties to Sagacity tests that might normally be incurred.


EQUIPMENT

Artifico-Biologis 0.5 I Hypo Pistol: Rare
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Pistol B Single           - D6+4 3        (1) 10

This compact and intricate handgun, crafted from clockwork and brass, is a Cult Mechanicus device used by the Magos Biologis and their agents to subdue living specimens. By the use of a cunningly fashioned mechanical spring, it fires a short-range injector dart fitted with a penetrating filament that delivers a chemical payload directly into the target's bloodstream. Nominally a tool for the Biologis or Medicae, it is actually quite commonly found in the hands of bounty hunters, criminal scum or even enforcers who want to take their prey alive. Injector darts are designed not to unduly harm their targets. If the damage caused is sufficient to penetrate armour, any remainder is reduced to 1. While usually loaded with a non-lethal agent such as Stun or Infirmus, in theory almost any chemical, toxin or even viral agent could be used. Due to their almost noiseless operation, shots from a hypo pistol do not give away the firer's position.

Della Rovere "Blackadder" Pocket Pistol: Common
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Pistol A Single         +5 2D6+3 2        (1) 10

Otherwise known as bodice-blasters, corset cannons, doxy defenders or any of a wide variety of other alliterative colloquialisms, the Blackadder is notorious throughout much of the Segmentum Pacificus and beyond for being produced by irate courtesans seemingly from thin air. Despite this reputation, it is a popular weapon with members of either sex who value power and concealability over a high rate of fire.

Etum Omega: Legendary
One of the deadliest toxins in the Imperium, Etum Omega causes the red blood cells to lose their ability to carry oxygen, resulting in asphyxiation even while the victim's lungs are functioning perfectly. A character exposed to Etum Omega must pass a Resistance Test at -20%. If they pass by less than 25% they must test again at the beginning of the next turn, continuing until either they succeed by at least 25% or fail entirely. If the Resistance Test is failed they must test for System Shock at the beginning of every subsequent turn. Treating the character with Detox or the chemicals in a standard medi-pak will halt the effects of the poison in the short term – the character does not need to make a System Shock test in the turn immediately following treatment, though they will need to resume testing after that unless treated further. Once the character has gone into System Shock he will need immediate medical attention within a dedicated and well-stocked facility or will die.

*The version in the Recongregator Sourcebook got nerfed a bit. This one's noticeably meaner, but I feel that's entirely appropos.

Hand Cannon: Common
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Pistol F Single           - 2D6+5 5        (3) 20

A fairly common variant of the standard revolver, the hand cannon is an enormous weapon designed not only to take down a target but to make a loud and intimidating noise while doing so. Hand cannons can thus be heard clearly up to 200 yards away, as though they were a heavy weapon. These weapons also produce ferocious recoil, so any character with a Strength characteristic of less than 70 takes a -15% accuracy penalty unless firing the weapon two-handed.

Hecuter 9/5 Heavy Combat Autopistol: Rare
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Pistol D Single/Semi (2/4)    +5 2D6+2 15        2 15

Often regarded with some justification as a "prince among pistols", the Hecuter is tooled and balanced to exact tolerances, making it quite controllable despite its large calibre for an autopistol. The Hecuter's clip projects somewhat from the angled grip, giving the weapon a distinctive profile, while despite its size, its excellent design makes it an "easy carry" from shoulder rigs and quick-draw holsters.

Hot-Shot Charge Pack: Common
A non-standard (but nevertheless popular) variation on the las weapon charge pack, hot-shot packs grant greater stopping power at the cost of safety and reliability. A las weapon loaded with a hot-shot charge pack adds +4 to its Damage characteristic and divides the AV of any location struck by 2 for the purposes of calculating the damage of the shot. However, the weapon's Shots characteristic is reduced to 1, and firing is a risky action – if failed, some part of the mechanism has critically overheated and the weapon is useless until it can be repaired.

Impaler: Common
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Heavy E Single         -10 2D10+4 1        3 55

Carried by the most slab-muscled of gang heavies and other degenerate scum, Impalers (also known as "harpoon cannons"), as primitive as they are, can still launch a spear of metal capable of punching straight through a human body with ease. Usually made by desperate hive or mutant gangs from discarded industrial springs and high-tensile cable, the harpoons used are often little more than a length of metal piping with its tip ground to a wicked point. The more well-heeled and technologically advanced may scoff at the crudity of these weapons but sometimes find that it is much harder to laugh when pinned to a wall by a metre-long spear. All armour values are doubled against an Impaler. However, any placed shot will cause an instant Crippled result to the location struck, regardless of cover, armour or force fields (increase the character's injury total by the minimum amount needed to achieve this). This replaces the normal hit location modifier. A Strength characteristic of at least 70 is required to reload an Impaler.

Imperial Guard Trench Knife: Common
Reach Damage Parry Penalty
1/0        D6/D3+4      -25%

Common to several Guard regiments across the Imperium, the trench knife has remained popular for millennia due to its simplicity and versatility. Essentially a combat knife with built-in knuckle dusters, the trench knife is also a favourite of many hive gangs and other such scum. It has a variable profile and can be used with either Reach 1 doing D6 damage, or Reach 0 doing D3+4.

Infirmus: Rare
Infirmus is an insidious non-lethal toxin that relaxes the muscles and scrambles nerve signals, resulting in a slow but drastic loss of strength and agility. The afflicted character must make a Resistance test or lose D10 points from Strength and Initiative (this may cause a loss of Speed). The target must also take a Resistance test at the beginning of each turn thereafter or suffer the effects again (all penalties are cumulative). The effects last until the character receives medical attention, although they can be partially reversed with a successful healing action by a character equipped with a medi-pak or equivalent (causing the victim to regain D10 points of Strength and Initiative for each action spent). A five-turn regimen of Detox is also sufficient to remove the effects of the poison entirely.

Khayer-Addin "Serpentine" Power Blade: Legendary
Reach Damage Parry Penalty
3        2D10+2      -5%

Although blade weapons concealed in walking canes, rods of office and even umbrellas are far from uncommon among the rich and powerful, few such weapons are as potent or as exclusive as the serpentine. A thin rapier-like blade of the highest quality adamantine alloys and equipped with a miniaturized disruption field generator of great sophistication, it is a lightweight weapon and potentially devastating "surprise" for the unwary. Serpentines are custom made by commission and most take the form of elaborately carved walking sticks that disguise the weapon's nature until activated. The Khayer-Addin "Serpentine" is a Duelling and a Power weapon.

Maletek Warp Coil: Legendary
A heavily modified potentia coil, the warp coil is potent maletek device – a dark fusion of ancient technology and occult science, engraved with baleful runes and suffused with the energies of the warp. Any time the implanted character kills a living sentient being, he immediately reduces his Injury Total by 2D10. In addition, he may heal one level of injury to any damaged location, provided the damage was not caused by a holy weapon.

Phaeton Pattern Long-Las: Legendary
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Basic H Single         +10 2D10+2 10        2 40

Much coveted by freelance assassins and wealthy sportsmen across the whole of the Imperium, the Phaeton pattern long-las is produced exclusively by the Segmentum Solar forge world from which it draws its name. The Phaeton is a high precision weapon that boasts stopping power comparable to that of an Astartes bolter. Unlike common mass produced lasguns, each Phaeton's parts are hand-tooled to exacting standards by senior Tech-Priests who have earned the right through their piety and diligence. Each thus has its own minor quirks and idiosyncrasies – its own personality, if you will – which anyone fortunate enough to own a Phaeton will doubtless be happy to expound upon at length.

*Stick in a hot-shot pack and this beast hits harder than a bolter. No need to point out how lethal it is - that's sort of the point.

Plasma Cannon: Legendary
Type     Range Firing Mode Accuracy Damage Shots Reload Weight
Heavy D Single         -20 4D10+5 1        6 70

When you absolutely need to destroy something completely and utterly, you would be hard pressed to do better than a plasma cannon. It is, in essence, the final word in man-portable destruction. A direct hit can leave even one of the mighty Astartes little more than a pair of smoking power-greaves. Like all plasma weapons, plasma cannons are subject to overheating. They cannot be fired on a sustained setting, however. Shots from a plasma cannon have Area 2 and Blast 4.

*Yup. I went there. The reload is a recharge, of course; you can't underline things in a code box.

Purge: Legendary
An incredibly potent antitoxin, antiviral and antibiotic, this drug temporarily augments the character's immune system and sends it into overdrive, hunting down and destroying ANY foreign bodies with incredible efficiency (and thus is extremely dangerous to a character with bionic implants/donated organs/etc.). It immediately and permanently counteracts the effects of any toxin or bacterial, fungal or viral agent in the recipient's body, as well as causing any beneficial foreign bodies varying degrees of harm (bionics may cease to function, foreign organs may shut down, etc.). Obviously the human body isn't designed to work like this, and so the character must take an immediate Toughness test (against their basic toughness even if it would normally be somehow enhanced). If the test is passed the character takes D6 damage to the chest, bypassing armour etc.; if failed this is increased to 5D6. Any agent Purged cannot affect the character again until their immune system is completely back to normal (which takes several days).

*The anti-Etum Omega, though not without its drawbacks. Can be used offensively too, in a pinch - pity the poor techpriest.

Satrin: Exotic
Used medicinally in minute quantities as a clot-buster, Satrin is essentially an incredibly potent and fast acting blood thinner. A character exposed to Satrin must pass a Resistance Test. If this test is passed they must test again at the beginning of the next turn (success on the second test does not necessitate a third; the character is assumed to have shaken off the worst of the effects). If either test is failed the character immediately starts bleeding from all locations that have taken even a single point of damage, and those that were already bleeding now cause an additional D3 damage each turn. If at least ten points of damage are sustained from the bleeding in a single turn, the character crosses off one level of injury to the chest. Any location damage sustained henceforth will also cause bleeding, subject to the rules above.

Shock Rapier: Legendary
Reach Damage Parry Penalty
3        2D6                -0%

The shock rapier is a weapon very few outside the nobility of St. Berich's Landing are familiar with, as it was there the design originated and there the secrets of its construction have stayed for eight millennia. Capable of stunning an opponent with but a light tap, it is also precisely balanced (with the aid of minute suspensors in the hilt) to allow for maximum manoeuvrability in the impressive ceremonial duels the planet is famous for. The shock rapier is a Duelling and a Shock weapon.

Stunner Shells: Rare
Powered by the same technology at work in shock weapons, stunners do, well, exactly what you'd expect them to. A shotgun loaded with stunners has its Damage reduced to 2D6, but any character struck by a stunner must make a Toughness test exactly as though they had been hit with a shock weapon and suffer the same results should they fail.


WEAPON PROPERTIES

Duelling: A duelling weapon is precisely weighted and balanced, designed more for those who fight with finesse rather than relying on raw power. A duelling weapon derives its damage bonus from Weapon Skill rather than Strength, though it is otherwise calculated in the same way.

Lathe: The astronomical and gravitic alignment of the Calixis Sector's Lathe worlds creates the conditions for the production of metal alloys of rare and singular properties. Such a strange metal is used to fashion the legendary Lathe blade. So phenomenal is their strength and structure that they can have paper thin edges yet be flexible enough for the blade to resist breaking under the impact of the most powerful blows, and can even remain unaffected by the devastating action of a power field. Any edged weapon classified as standard (i.e., not chain, power, etc.) can be a Lathe weapon. It gains +5 Damage, and its Parry Penalty is reduced by 10. Such a weapon cannot be destroyed by power weapons. A Lathe weapon can never be master-crafted; it's master-crafted already!

Mono: Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Any edged weapon classified as standard (i.e., not chain, power, etc.) can be a mono weapon. Mono weapons divide the AV of any location struck by 2 for the purposes of calculating the damage of the strike. In addition, an attack will be considered Critical on an unmodified result of 1/5th or less of the required roll to hit, rather than the usual 1/10th.


PSYCHIC POWERS

Mass Suggestion:
Difficulty         Type         School
5 per Target Ranged Telepathy

The psyker plays on the emotions of those around him, implanting powerful subconscious impulses and ideas in the minds of the masses. When using this power the psyker chooses the range – this is the radius affected; any characters within it that are not specifically excluded are considered targets. A one-word suggestion is hammered into the minds of all targets ("fight", "stop", "jump", etc.); they must each pass a Willpower test or do as commanded (to follow the examples above, they might attack the nearest character, break their aim, stand up from behind cover and hop, etc.).

Meat Puppet:
Difficulty Type         School
30       Persistent Biomancy

The psyker demonstrates his godlike power in the most blatant and horrific manner possible – reanimation. This power targets the nearest available corpse (or the psyker may choose one, if he is aware of several). It is immediately reanimated under the psyker's control! The puppet retains its original Strength and Toughness (minus a GM-determined amount in the case of advanced decomposition), has half its original WS and BS, I 30, and Sg 10. It automatically passes all Wp, Nv and Ld tests. It retains none of its original talents, though it gains Force of Will and Fearsome. The Meat Puppet does not bleed, and cannot go out of action for any reason except accumulating a high enough Damage Total to kill it outright or a Critical head injury. The psyker may use one of his actions to possess the puppet, in which case he may do nothing else but the puppet acts with his WS, BS, I, Wp, Sg, Nv and Ld. He may cast psychic powers through the puppet – Ranged powers measure the distance from the puppet, but add an additional +10 to the difficulty due to the increased strain.

*A bit of a "not for PCs" power, but could be great fun on a GM-controlled antagonist with a few bodies handy. Does add a bit of extra work, though.

Mind Trick:
Difficulty                 Type         School
1/5 Target's Willpower Ranged Telepathy

The psyker coats his words with an impression of candour and helpfulness, leading the target to accept as fact whatever half-truths and bald-faced lies he is told. This power is always used as a combined action with speaking, though no additional penalty is inflicted for this. The target must pass a Sagacity test, with a negative modifier equal to the amount that the psychic teat was passed by. Failure results in the target implicitly believing any reasonable lie he is presented with (GM's discretion as to what constitutes "reasonable"). Failure by more than 50% means that the target will believe absolutely anything – the possibilities from the Hallucinations table make for a good starting point.

Siphon:
Difficulty                 Type                   School
½ Target's Toughness Ranged, Line of Sight Biomancy

The psyker leeches the victim of their very life-force, using it to heal his own body. Add an amount to the target's Injury Total equal to half the amount the Psychic Test was passed by. The psyker reduces his own injury total by a like amount. For every full ten points of damage removed in this way, the psyker may also heal one level of damage to a single location.

___________________________________________________________________________________________


Extended Archives of the Most Glorious Departmento Munitorum:
Special ammo - FoxPhoenix135

Tools of the Enemy - Know Them Well!
Dark Eldar Equipment - Zakkeg

___________________________________________________________________________________________
Only the insane have strength enough to prosper; only those who prosper may truly judge what is sane.

FoxPhoenix135

Its a pretty impressive piece, and I'm still sorting through it. I may take it and tweak it for use with my own group... Great work!

Zakkeg

74 views and one response? Should've expected that - nobody's got time for a wall of text. Le sigh. Ah well. Glad you like it, Phoenix.

Alright, how about this then: you (i.e. the person reading this) pick one item on the list, have a look, and tell me what you think. Whichever you like - pick one at random. Sound good?

Pretty please?
Only the insane have strength enough to prosper; only those who prosper may truly judge what is sane.

Damon

Some really nice rules there. Will definately get some use out of them :) Very kind of you to share them :) in terms of picking one I like.....thats way too difficult! There's lots that are very good, in particular the talents. They add lots of character. Definately will be using disarm, survivor and unstable. I love the idea of a character getting wounded and then just going absolutely beserk. Using the amount of damage as a negative modifier is a really good idea.

Some really nice equipment rules too. Nicely personalised with good descriptions and not too overpowered. I love the weapon properties too especially duelling. I like how it takes into account the fact that skill with a blade and striking the right places can cause additional damage. I'm a big fan of using non power and shock weapons and that rule will help make one of my character's sword to be that bit more interesting (and a little more effective!) than just an ordinary sword.

In terms of the psychic powers, meat puppet sounds incredible. As if killing someone's companion is not enough you then go and reanimate their fallen comrade's corpse an attack then with it :p awesome!

Thanks again for sharing all these lovely rules :) it obviously took you a long time to think up and develop these rules.

FoxPhoenix135

I too like the weapon properties. One thing about them though: I made sure when I was jotting them down to note that you should limit the different properties you can use in a single weapon... I don't want to see characters with mono-edged lathe blades! I figured that each property was exclusive from the others.

I also like the stunner shells, as I could see enforcers utilizing them during raids. It inspired me to try and write some of my own variants of special ammo.

SpanielBear

These are some very nice rules and weapons. My only problem is that they all have so much history attached, that they are at risk of overshadowing some of their owners...

Actually that's not a problem at all, is it?

I like the harpoon gun. When Gilgamesh is finished, I have some other warband ideas lurking in the depths of my imagination. I think a combination of this weapon and proper witch-hunting wooden stakes might be exactly what the Ordo Malleus ordered...
Have Fun, Stay Sane, Enjoy the Madness

FoxPhoenix135

Witch-hunting stakes for the ordos Malleus? I assume you meant Hereticus.

Anyway, I thought I would throw up my ammo types that you inspired me to write!

T3-A1 Triplex Adjustable Charge Pack: Rare
Due to the success of the Triplex-Pattern Lasgun, more and more military outfits clamored for shipments of the versatile weapon. Unable to meet the growing demand, the designers of the Triplex decided to utilize the same technology used in Hot-Shot charge packs to boost the output of standard lasguns made by other manufacturers, and thus reduce their manufacturing demands. Adjustable in the same way the Triplex-pattern lasgun is known for, the T3-A1 has 45 shots and can be set one of three settings (changing the setting requires an action):
Low Setting- Damage is 2D6, each shot using one shot from the pack
Moderate Setting- Damage is 2D6 + 3, each shot using 3 shots from the pack
Maximum Setting- Damage is 2D6 + 5 and one shot in this mode uses 5 shots from the pack.
This Charge Pack may only be used in non-Triplex pattern lasguns (the Mars-pattern and the Necromunda-pattern).

Disruptor Penetrator Rounds: Legendary
Utilizing a disruption emitter built into the nose of the projectile, these highly destructive rounds are match-graded for high caliber rifles and designed to penetrate even the thickest armor. Ultra-Penetrator Rounds reduce the armor value of a hit location to 1/4 original AV rounded up (except AV generated by force-fields) but suffer damage reduction to 1D6+5 damage due to the disruption field causing the projectile to pass through targets rather than deform inside the victim . Only Hunting-Rifles may utilize this special ammunition type.

Subsonic Naval Hollow-tipped Rounds: Rare
These soft-metal rounds are designed to flatten or deform when striking ship bulkheads, to prevent explosive decompression during naval boarding operations. Firing at a subsonic speed, these rounds also benefit from a quieter report, making them also ideal in stealth operations. The final feature is a hollow tip that allows for maximum deformation inside the target as well as prevents the round from penetrating the hull of starships. The drawback to this feature is that the round has difficulty penetrating even the simplest of armors. For weapons equipped with SNHT (pronounced "snot") rounds, the AV of the target hit location is doubled, but add +D6 to the damage inflicted to the target AFTER determining if the armor was penetrated. Finally, reduce the range in which the firearm is heard by 25%. (Example: Joe is firing a Autopistol at Bob who is wearing flak armor on his chest. Joe is successful, putting his shot onto Bob's chest. Joe rolls 2D6 for the damage, getting a sum of '7'. He then rolls an additional d6 and adds it to the damage total that penetrated the armor value, which in this case is one point due to the AV of the target being doubled. He rolls a '4', dealing 5 total points of damage to Bob's chest.)



Maybe you could edit it into your armory here? Would you be willing to open it up as a conclave community collaborative venture?

Zakkeg

You know, turning this into a community project isn't a half bad idea. Though to avoid expanding what is after all a rather monstrous chunk of text into something completely unreadable, I'll just throw a direct link to your post up top. (And of course I'll do the same for anyone else's contributions.)

With a few more additions it might even be worth tossing a link to this thread in the Gaming Aids* sticky.





*Well, I wouldn't know where else to put it...
Only the insane have strength enough to prosper; only those who prosper may truly judge what is sane.

JoelMcKickass

Three of those skills will be used by two of my characters, a fencing Captain, and the commissar who tags along because that's "his mission", and isn't an evil Ciaphas Cain.

There is quite alot of stuff here that looks quite good, (a couple of poisons that severely improve the sort of flat boring ones the Rule Book gives us), i'll have to give this a thorough read through when i've finished moving in.

Arsenico13

Thank you so much for share this with us!

I'll try something  ;D

Zakkeg

I had this sudden urge to work on a Dark Eldar(ish - it's a long story) warband a little while ago, and... well, long story short it resulted in a sizable expansion to the armoury. So without further ado I give you:


Dark Eldar Equipment

Adrenalight: Exotic
Adrenalight is a potent combat drug which boosts the user's speed and reaction time beyond their normal capacity. A character on adrenalight gains D3+1 Speed (roll anew at the beginning of each turn), but adds the same amount to their injury total.

Agoniste Implant: Rare
The agoniste is a monstrously cruel device favoured by denizens of the Dark City and some sadistic Inquisitors, rendering its victim an incoherent whirlwind of torment and fury. Most can be activated and deactivated by an operator, whether through physical manipulation, a key word or phrase, or (with the aid of an MIU) even a simple thought. In any case, the implanted character gains Frenzy and Furious Assault while the device is operational. They are also effectively Mindless and immune to System Shock (they are already in as much pain as they can process, only kept conscious by the implant). Some legendary models are self-grafting; such an apparatus requires one action to apply it to the base of an unresisting character's skull. Removing it is of course an altogether more difficult proposition.

*Arco-flagellant in a can, basically. Potentially has some very interesting RP applications too.

Archangel of Pain: Legendary
Inside an ornate cask is the essence of a captured daemon, driven insane by the runes of binding that hold it within. Upon the daemon's release it appears as a winged, blinding figure before returning to the Warp, its triumphant screams incapacitating even the bravest foe. An Archangel of Pain may be used only once. All other characters within 200 yards must take a Willpower test, with a modifier of -[50 minus the character's range in yards from the epicentre]. Failure means the character is Stunned for one turn per 10% (or part) by which they failed the test. A critical failure (i.e. a roll of 96-00) renders the character completely catatonic; they are not only Out of Action but entirely beyond recovery within the scope of the current scenario. (Daemons and mindless characters are immune to the Archangel's effects.)

*This thing is ungodly powerful, but given the device's nature it seems about right. Best utilized as an arch-villain's escape plan, for those times when a puff of smoke just won't do.

Caller's Pendant: Exotic
Often taking the form of an ornate whistle or crystal phial, a caller's pendant contains the concentrated essence of a warp-beast, linking it to the material plane and the pendant's holder. This can be used to summon the beast from any point where the fabric of realspace is appropriately thin, and also causes it to recognise whoever bears the phial as its master.

Corrupter: Exotic
Type Range Firing Mode Accuracy Damage Shots Recharge Weight
Pistol  (10)         Flame             -         D10            1            2           25

An insidious design originating from the darkest pits of Commoragh, the corrupter is an instrument of the sort of slow and painful death favoured by the residents of that hellish place. A corrupter is generally an implanted weapon, though some are made to be worn over the hand and forearm. (In this case they typically have Shots 5 and Reload 3.) As well as being a ranged weapon a corrupter may be used in close combat, with the same profile as an armoured gauntlet. In either mode, a corrupter is treated as having the daemonic weapon property of the same name.

Destructor: Legendary
Type Range Firing Mode Accuracy Damage Shots Reload Weight
Basic  (20)         Flame             -         D10-1    1            3           25

Sometimes known as a liquifier gun, destructors are horrifying weapons of the heamonculi covens that can reduce their victims to little more than bubbling sludge. A destructor treats all armour as ablative. Any location struck will take damage again at the beginning of the following turn, and every turn thereafter until no more damage is dealt (i.e. a 1 is rolled). Removing armour andclothing before it's eaten away entirely can prevent damage to the individual underneath, but nothing short of a full chem-bath can wash away the destructor's acids – and by the time one can be arranged it's almost always far too late.

*I cannot in good conscience advocate the use of this thing either by or against PCs, but the concept was too much fun to just ignore.

Djin Blade: Legendary
Reach Damage Parry Penalty Notes
   3           3D10       -5%         Power Weapon

A djin blade usually takes the form of a blade of polished crystal with a scowling bestial face upon its hilt. It has a bloodthirsty and resentful sentiance of its own, usually that of a former rival bound eternally to the service of the blade's owner. The wielder of a djin blade gains a free attack action with it each turn. However, should this attack miss (before parries etc.) the wielder is hit instead of the target.

Dreamwasp Venom: Exotic
The dreamwasp is one of the more horrific denizens of the dark corners of the webway. Its venom does not kill; it quite painlessly renders the victim comatose, allowing the dreamwasp to lay its eggs in its prey's flesh. These eggs mature quickly and are ready to hatch several days later – roughly the same time their host is waking up, in fact. The ravenous larvae then rapidly consume their unfortunate incubator, both body and soul. A victim of dreamwasp venom who fails his initial Resistance test immediately loses one point of Speed, and must test again at the beginning of each turn or lose another point. Upon reaching Speed 0 they will collapse into a coma, unable to awaken until the venom has run its course.

Limb-grafts: Exotic
Appearing almost as a gruesome parody of the mechadendrites of the Adeptus Mechanicus, limb-grafts are most commonly seen sprouting from the hunched spines of the twisted flesh-sculptors of the Dark City. However, some Organicist tech-priests have taken to upgrading themselves with similar constructs over more traditional forms of augmentation. (The latter group will, of course, tend to vehemently deny having gained any inspiration from the former.) A character with limb-grafts is considered to be equipped with a medi-pak, and in addition gains a free improvised attack action per turn; this attack is often poisoned.

Shattermind: Legendary
Shattermind is distilled by the Haemonculi from the twice-broken shades of those who earn the rare honour of being not only tortured to death, but beyond it. A victim of shattermind subtracts from all mental characteristics the same amount by which they failed their Resistance test. Psykers are particularly susceptible, and must take their Resistance test against half their usual Toughness.

Splinter Pistol: Exotic
Type Range Firing Mode Accuracy Damage Shots Reload Weight
Pistol   A         Semi(4/6)              -  2D6           30           2           15

An elegant sidearm beloved of assassins and street fighters across the galaxy, a splinter pistol fires shards of splintered crystal using a powerful magno-electric pulse. These shards are covered in incredibly virulent and fast-acting toxins, the better to ensure a painful death. Shots from splinter weapons are invariably poisoned, most commonly with what amounts to an equivalent to bloodfire. Many feature sharp blades and protruding spines as well; where this is the case, the pistol may be used as an improvised mono-weapon in close combat.

Splinter Rifle: Exotic
Type Range Firing Mode Accuracy Damage Shots Reload Weight
Basic   A         Semi(4/8)              -  2D6           60           3           30

The larger cousin to the splinter pistol, the splinter rifle is the favourite weapon of the kabalite warriors. They almost invariably feature cruel combat blades with which the Dark Eldar are highly skilled at eviscerating their foes. A splinter rifle may be used as a mono-spear in close combat, except that it has Reach 3 and a -20% parry penalty.
Only the insane have strength enough to prosper; only those who prosper may truly judge what is sane.

Damon

Some more really nice rules. I don't have any Dark Eldar characters but will definitely be using adrenalite. Thanks for sharing those with us  :)