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Mission Assignment Wargear and Vehicles

Aquila Lander The Aquila Lander is a multi-use lander and atmospheric flyer. Its distinctive eagle-pattern wings make it easily recognizable, and its customizability make it popular throughout the Imperium. An Aquila Lander can be converted into a luxury shuttle, cargo conveyor, or even military transport. The acolytes of Inquisitor Gan have been issued a specially modified Inquisitorial Aquila Lander which has been equipped with specialized black energy deflective armor plating, a null shielded solitary confinement cell, and bears an Inquisitorial emblem on each of its wings. Type : Spacecraft Tactical Speed : 24 m / 12 AUs Cruising Speed : 2,200 kph/7 VUs per Strategic Turn in Space Maneuverability : +0 Structural Integrity : 25 Size : Enormous Armor : Front 30, Side 36, Rear 26 Crew : Pilot, Co-Pilot/Gunner Carrying Capacity : 5 people or equivalent in cargo, as well as one psyker in solitary confinement. Weapons : 1 Pilot-operated chin mounted Plasma Cannon (Front Facing, Heavy; 180m; S/–/–; 2d10+10E, Pen 16; Clip 50; Rld 5 Full; Blast (1), Maximal, Overheats) 1 Gunner-operated dorsal mounted Autocannon turret (Turret, Range 300m, Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 100, Reload 2 Full, Reliable) Special Rules Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Energy Deflective Plating: This vehicle is covered in a special energy deflective armor plating. The armor is considered to be +5 AP against Energy damage, however any Critical Damage (including Critical Damage caused by Righteous Fury) to a location that has energy deflective plating destroys the plating but does not cause any other Critical Effects. Enhanced Motive System : This vehicle may move twice its Tactical Speed as a Half-Action rather than a Full Action, and three times its Tactical Speed as a Full Action. Operate tests to Floor It! are considered Ordinary (+10) instead of Difficult (-10). Environmentally Sealed : As long as this vehicle hasn't suffered Critical Damage, its life sustainers prevent its crew and passengers from being affected by the external environment. Reinforced Armor: The vehicle's armor and vital locations have been internally reinforced with additional layers of ceramite and adamantine. Vehicles that suffer Critical Damage halve the total (rounding up) and then apply the result. Improved Command and Control : A commander aboard this vehicle gains a +20 bonus to Command tests and may direct a number of squads or vehicles equal to his or her Fellowship bonus. The bonuses from Improved Command and Control combines with bonus from Talents like Iron Discipline and Master Orator. Additionally, once per round the commander can re-roll one failed Command test. Null Holding Cell : This forbidding chamber is lined with rare and exotic psychically neutral materials. The gleaming black walls of the cell are capable of containing all but the most powerful psykers in relative safety. The Null Holding Cell allows transport of one psyker in a solitary containment cell. When secured in a cell, all Focus Power Tests made to activate psychic abilities or any other tests involving warp powers (such as a test to use a Navigator’s warp eye) suffer a –60 penalty. Spacecraft : This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot’s choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive). Availability : Near Unique
The Skull of Saint Asceline Some of the most precious artifacts in the possession of the Holy Ordos, Simulacrum Imperialis are holy symbols of the Ecclesiarchy that were once borne by a Saint of the Imperium, or have been fashioned from the bones of a Saint. Brought out only rarely, usually when the forces of heresy and the warp are at their worst. Considered one of the purest symbols of the Ecclesiarchy and the might of faith in the God-Emperor, the mere sight of Simulacrum Imperialis is often sufficient to raise the spirit and fighting zeal of any nearby allies. Whenever a character spends a Fate Point to gain a +10 bonus to a test within 20 meters of a Simulacrum Imperialis he will immediately recover if the test is successful. In addition as long as characters remain within 20 meters of the artifact they gain a +20 on all Tests to resist psychic powers, be they from daemons or other sources. Characters with more than 20 Corruption Points cannot benefit from this effect. Finally daemons and other creatures of the warp will suffer a –10 to all Weapon Skill attacks against character within 20 meters of the Simulacrum. The acolytes of Inquisitor Gan were entrusted with a single unique Simulacrum Imperialis, consisting of the skull of Saint Asceline contained within a gold plated armored reliquary, bearing statues of the saint in her blessed voidsuit which are mounted on the back of a tarantula mobile platform. Platform is equipped with an power field emplacement that projects a protective hemisphere of force in a 20 meter radius around itself, along with an array of hymn casters that continuously sing the glory of the God Emperor of Mankind as long as the power field is functional. The power field causes the air to visibly ripple and crackle with static discharge, imposing a –20 penalty on all Stealth tests. It also does not defend against ranged attacks made within 1 meter of the edge of the protective field, or attacks in melee. T 40, Ag 15, Int 10, Per 20, WP 30 Movement : 1/2/3/6 Special : Power Field Emplacement (protection rating 80; overload on 1-10); Total AP 14 all; Structural Integrity 10 Traits : Armour Plated (6), Auto-Stabilised, Darksight, Machine (4), Size (Hulking). Weapons : none. Weight 575kg Availability : Unique
Owing to Inquisitor Gan's Red Redemptionist leanings, all of his acolytes gain a +20 bonus to Influence tests to acquire exterminator cartridges. These small devices weight approximately 1 kilogram and contain a one-shot flamer that shoots out a sheet of fire. Rather than firing the weapon as normal, the wielder may discharge the exterminator cartridge as a Half Action, resolving the effects as if he had made a Standard Attack action with a hand flamer (range 10m, S/–/–, 1d10+4 E, Pen 0, Clip 1, Rld n/a, Flame, Spray) The exterminator cartridge can be attached to any weapon except a Pistol or Thrown weapon. Availability: Common. INSTALLING YOUR OWN WEAPON MODIFICATIONS Some characters may wish to apply their weapon modifications personally. If a character decides to do this, he gains a +30 bonus to the modification’s Availability when making the requisition test to acquire it. If he succeeds the test, the modification is not applied to his weapon but instead, he receives all of the parts necessary to apply the modification himself. Once a character has the parts for a weapon modification, he can use the Trade (Armorer) skill to apply that modification to the desired weapon. This test receives a modifier equal to the Availability of the customization being applied. If the test succeeds, the modification is successfully applied. If the test fails, the modification is not applied, and the parts necessary to apply the modification are lost in the process. Characters who suffer two or more degrees of failure damage their weapon, and it becomes Unreliable. If the weapon was previously Reliable, it instead loses that quality.
Chariot-pattern Jetbike Type : Aircraft (Flyer) Tactical Speed : 35 m / 17 AUs Cruising Speed : 3,208 kph Maneuverability : +20 Structural Integrity : 10 + 5 if the Chariot platform is attached. Size : Hulking Armor : Front 12, Side 12, Rear 8 Crew : one Pilot Carrying Capacity : None. Unless the Chariot platform is attached; in which case the platform may support up to 3 passengers or up to 600 kg of cargo. Weapons : None Special Rules Archaeotech: All attempts to repair a chariot-pattern jetbike suffer a -20 penalty unless the technician overseeing the repair has Forbidden Lore (Archaeotech) as a trained skill. Tech-priests can make a Hard (–20) Tech-Use or Trade (Armorer) Test to repair a damaged bike (restoring 1 Structural Integrity, plus 2 additional Structural Integrity per Degree of Success), although this sort of maintenance takes 1d10 hours, and usually requires a supply of suitable parts which are Extremely Rare and hard to acquire. Chariot (X): The bike may accept a platform which it tows behind it, adding 5 to the bike’s Structural Integrity. The rider’s Initiative roll is also used for the passengers (who act immediately after the rider). Passengers can take Full Actions even if the mount moved, including to fire either personal or pintle mounted weapons (the latter have a 360 degree fire arc except where blocked from the jetbike or rider, and count as Braced). Chariots decrease maneuverability, and all Riding Tests suffer a –10 penalty. Damage Control: The vehicle possesses some limited form of self-repair. The ancient machine spirit of the jetbike can actually make limited repairs to the vehicle while it is in motion. When the jetbike suffers Critical damage due to Righteous Fury, the vehicle’s pilot can force the 1d5 to be re-rolled. If the ancient jetbike ever catches fire, then attempting to put out that fire is a Free Action for the pilot if he or she should make an attempt, or a Full action for one of the passengers. Jetbike (17): These bikes speed through the air, ignoring ground terrain and granting the rider the Hoverer (17) Trait. Riders use the Operate (Aeronautica) Skill for Riding Tests. If the jetbike is destroyed, those aboard take 2d10+10 Impact Damage if they fail the Agility Test from the especially violent crash. Armor does not reduce this damage in any way. Additionally, due to their size and lower profiles, in melee characters attacking a vehicle with the Jetbike trait can choose between the rider and the vehicle without needing to make a Called Shot. Jetbikes cannot make Ram! actions due to their light construction. Orbital Deployment : Some vehicles possess the ability to be deployed from orbit , allowing for rapid movement of troops or other individuals. All attacks directed at a vehicle performing an Orbital Deployment suffer a -30 penalty until the vehicle nears the surface of the planet, and slows down. The vehicle must wait until it has completed its landing procedure before it may move normally and any weapons attached to the vehicle must wait a full round before they can be readied to Fire. Open-Topped vehicles with the Orbital Deployment trait require its pilot and passengers to wear voidsuit or some other protection against high altitude or hard vacuum to survive the Deployment. Open Topped : The vehicle’s passenger or crew compartments are not sealed and are instead exposed to the open air around them. This limits their protection, but it does allow transported troops to fire their own weapons as the vehicle moves. Crew and passengers mounted on an Open-topped vehicle can be specifically targeted by those outside the vehicle via the use of the Called Shot action. Additionally, passengers mounted in Open-Topped vehicles are struck by any Blast or Spray attacks of which they are in range. Crew and passengers within an Open-topped can attack targets with their own personal weaponry. Availability : Unique
Jericho-pattern Fury interceptor The Fury interceptor is actually a broad classification for a variety of different Imperial starfighters. Many sectors have their own variants on the Fury, but the starfighter remains broadly the same in design and role. The Fury is a space-superiority fighter craft, designed to protect Imperial bombers from enemy interceptors while they deliver their payload, and intercept enemy bombers in turn. Designed exclusively for deep space combat, the Jericho pattern Fury is almost incapable of functioning in a planetary atmosphere. Further it lacks life sustainers, trading them out for larger more powerful thrusters but requiring its crew to wear voidsuits, and limiting its flight time. Type : Spacecraft Tactical Speed : 42m Cruising Speed : 3,500 kph/14 VUs per Strategic Turn in Space Maneuverability : +5 Structural Integrity : 35 Size : Massive Armor : Front 38, Side 38, Rear 32 Crew : Pilot, Co-pilot, Forward Gunner/Crew Chief, Tech-Priest Enginseer Carrying Capacity : None. Weapons 1 Forward Gunner-operated twin-linked long barrelled lascannon (Facing Front/Left/Right, Range 600m (6 AUs), Heavy, S/–/–, 5d10+10 E, Pen 10, Clip 250, Reload –, Twin-linked) 1 Pilot-operated long-barrelled lascannon bank (Facing Front, Range 600m (6 AUs), Heavy, S/–/5, 5d10+10 E, Pen 10, Clip 250, Reload –, Triple-linked). 12 Co-pilot operated Void-capable Missiles (Facing Front, Range 75 km (750 AUs), Heavy, S/–/–, 3d10+20 X, Pen 15, Clip 1, Reload –). The co-pilot may fire two of these missiles per turn, at two separate targets. Special Rules Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Enhanced Motive System : This vehicle may move twice its Tactical Speed as a Half-Action rather than a Full Action, and three times its Tactical Speed as a Full Action. Operate tests to Floor It! are considered Ordinary (+10) instead of Difficult (-10). Reinforced Hull : When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury. Spacecraft : This vehicle is designed for non-atmospheric space flight. In atmosphere it gains the flyer vehicle trait but takes an additional -30 penalty to maneuver tests (-20 total), and it must continue to move at least half its cruising speed at all times lest it begin a terminal dive to the earth below. If it accrues 4 or more degrees of failure on any maneuver test while in atmosphere its engines stall and it becomes completely immobilized, then begins to fall out of the sky in a terminal dive (count the vehicle as destroyed instead as it crashes to the ground). Superior Plating : A vehicle with superior plating gains +2 Armor to all locations and gains the Reinforced Armour Trait. If the vehicle already had this Trait, then the Critical Damage it would suffer is quartered instead of halved (to a minimum of 1). Superior plating always takes twice as long to repair as regular armor plating. Availability : Extremely Rare
Heretics who have been sentenced to death, but truly wish to atone for their crimes and sins, may be given over to a Penitent Engine. Hard-wired directly to the Engine, the repentant pilot knows only death can grant him or her release, and thus are often at the front of any battle, seeking both enemies to engage and an end to their suffering. Some devout worshipers have even been known to volunteer for such a fate, seeking to purge themselves of sins (both real and imagined), or to die in service to the Holy Ordos and the God-Emperor. Penitent Engines are massive two-legged servitor-like devices, armed with a heavy flamer and a chain axe in each limb. Incredibly aggressive in battle, they are a favored weapon of Adepta Sororitas who often deploy them in groups of three or more to break up mobs and rabble or to assault entrenched positions. Armor (Machine): Head 7, Arms 7, Body 7, Legs 7. Characteristics: BS WS S T Ag Int Per WP Fel 40 40 53 51 62 8 21 40 10 Corruption : 9 Mental Disorders : Movement : 8/16/24/48 Insanity : 40 Wounds : 30 Skills : Awareness +10, Common Lore (Imperial Creed, Imperium), Forbidden Lore (Heresy), and Trade (Scrimshaw). Talents : Ambidextrous, Berserk Charge, Cleanse And Purify, Die Hard, Fearless, Hardy, Iron Jaw, Two-Weapon Wielder (Ballistic), Two-Weapon Wielder (Melee), Weapon Training (Chain, Flame, Heavy, and SP). Traits : Armor Plating (+2 all), Auto-Stabilised, Dark Sight, Fear 1, Machine (5), Size (Hulking), Unnatural Strength (+2), Unnatural Toughness (+2), Unnatural Agility (+2). Weapons : Each arm has an combi-weapon: Chain Axe (1d10+7 R; Pen 3; Tearing)/Heavy Flamer (30m; S/–/–; 2d10+4 E; Pen 4; Clip 10; Rld Full; Flame). The Penitent Engine also inflicts (1d5+7; Primitive [3]) with its unarmed attacks. Other equipment on walker : Internal micro-bead (to receive/relay instructions), fuel tanks equivalent to three clips for each Heavy Flamer, targeting system (counts as red dot laser sight). Availability : Rare
Aquila Lander The Aquila Lander is a multi-use lander and atmospheric flyer. Its distinctive eagle-pattern wings make it easily recognizable, and popular throughout the Imperium. The following statistics represent the second Aquila lander aboard the Occultus Confessio, which is available for use by the acolytes as long as they request permission from the Imperial Navy, and file a flight plan. This is the Aquila Lander officially assigned to the scout sloop, and is normally flown with a veteran Navy pilot with Operate (Aeronautica) at effectively 60%, and who can Push It! to 70% in a pinch. Requisitioning the use of the Occultus's unmarked shuttle is normally an Ordinary (+10) Influence test, also requisitioning one of the veteran starfighter aces to pilot it brings it up to a Difficult (-10) Influence test, though one of the lesser pilots might be on offer on an Ordinary success they tend to have less impressive skill and a total bonus of no more than 40%. Type : Spacecraft Tactical Speed : 24 m / 12 AUs Cruising Speed : 2,200 kph/7 VUs per Strategic Turn in Space Maneuverability : +10 Structural Integrity : 25 Size : Enormous Armor : Front 21, Side 21, Rear 20 Crew : Pilot and Co-Pilot/Gunner Carrying Capacity : 10 people or equivalent in cargo. Weapons 1 Gunner-operated chin mounted Autocannon (Facing Front, Range 300m (3 AUs), Heavy, S/2/5, 4d10+5 I, Pen 4, Clip 60, Reload 2 Full) Special Rules : Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Environmentally Sealed : As long as this vehicle hasn't suffered Critical Damage, its life sustainers prevent its crew and passengers from being affected by the external environment. Reinforced Armor : The vehicle's armor and vital locations have been internally reinforced with additional layers of ceramite and adamantine. Vehicles that suffer Critical Damage halve the total (rounding up) and then apply the result. Spacecraft : This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot’s choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
Jericho-pattern Starhawk-class bomber Slightly smaller than an assault boat, Starhawk-class bombers are slower and less armored. Instead of troops, they carry a payload of plasma bombs, armor-piercing missiles, and (in some cases) torpedoes. The Jericho-pattern has forward racks for up to 10 large melta-missiles, and mid-bays containing multiple bomb-firing cylinders. Starhawks launch volleys of missiles at precise targets on an enemy ship, then close and make “bombing runs” on the hull, pumping out flurries of plasma warheads. Jericho-pattern Starhawks were manufactured on the ill fated Forge World of Samech as such they incorporate servitor gun loaders that assist their small crews of five or six men well as sport potent long barreled autocannons and lascannon turrets designed for defense against starfighters and incoming missiles. Like the Fury interceptor that often accompanies it, the Starhawk has cramped living quarters that allow these spacecraft to be used for extended assignments including chemical toilets and even an automated medical unit inside its hull. Starhawk bombers are typically organized into squadrons of ten craft, although the Occultus Confessio is only carrying a half strength squadron of five to make room available for the voidships two shuttles. Type : Spacecraft Cruising Speed : 1,800 kph/ 6 VUs per Strategic Turn in Space Tactical Speed : 15m/10 AUs Maneuverability : –10 Size : Massive Structural Integrity : 45 Armor : Front 35, Side 35, Rear 30 Crew : Pilot, Co-pilot, 4 Gunners, Bombardier, Tech-Priest Enginseer Carrying Capacity : Forward rack of 10 melta-missiles, rear bays with 40 plasma bombs Weapons 1 Chin mounted Co-pilot operated Long-barreled Samech-pattern Autocannon (Facing Front, 1300m (13 AU); S/–/6; 3d10+8 I; Pen 4; Clip 500; Reload 4 Full; Reliable, Tearing, Twin-Linked) 2 Gunner-operated Twin-linked Lascannon Turrets (Facing All, Range 500m (5 AUs), –/–/10, 5d10+10 E, Pen 10, Clip Unlimited [powered from onboard reactor], Reload n/a, Accurate, Recharge, Twin-linked) 2 Wing-mounted Remote Gunner-operated Twin-linked Heavy Bolter Turrets (Facing Front/Left/Rear or Front/Right/Rear, Range 150 m (2 AU), –/–/10, 2d10+2 X, Pen 5, Clip 1000, Reload —, Tearing, Twin-linked) Special rules Bomber: This ship’s payload is a complement of anti-ship weapons. These weapons cannot be effectively aimed at “small” targets such as other vehicles or individuals, though if one were to hit such a target, they would be immediately destroyed. These weapons could be used in bombing runs against fixed emplacements or other large, immobile ground targets, in which case the areas of effect would be scores of meters across, and the damage dealt on par with powerful anti-ship weapons such as macrocannon. Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Environmentally Sealed : As long as this vehicle hasn't suffered Critical Damage, its life sustainers prevent its crew and passengers from being affected by the external environment. Reinforced Hull : When a vehicle with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit chart generated by Righteous Fury. Spacecraft : This vehicle is designed for non-atmospheric space flight. In atmosphere it gains the flyer vehicle trait but takes an additional -30 penalty to maneuver tests (-40 total), and it must continue to move at least half its cruising speed at all times lest it begin a terminal dive to the earth below. If it accrues 4 or more degrees of failure on any maneuver test while in atmosphere its engines stall and it becomes completely immobilized, then begins to fall out of the sky in a terminal dive (count the vehicle as destroyed instead as it crashes to the ground). Availability : Extremely Rare
Halo Barge Halo Barges are mass-haulers, designed to move bulk cargo from a planet’s surface into orbit. Large, slow, and unwieldy, their only benefit is that they are both practical and efficient. Type : Spacecraft Cruising Speed : 1,400 kph/ 4 VUs per Strategic Turn in space Tactical Speed : 20 m/ 9 AUs Structural Integrity : 40 Armor : Front: 28, Side 24, Rear 24 Size : Massive Maneuverability : –20 Crew : Pilot, Co-Pilot Carrying Capacity : 40 people, 40 metric tonnes of cargo Weapons : None Special Rules Enclosed : Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they open a hatch. Environmentally Sealed : As long as this vehicle hasn't suffered Critical Damage, its life sustainers prevent its crew and passengers from being affected by the external environment. Spacecraft : This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot’s choice. It gains all benefits and drawbacks of skimmers and flyers. If operating as a flyer, it must be moving at least half its cruising speed at all times lest it begin a terminal dive to the earth below. In either case, if it becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground (or begins to fall out of the sky in a terminal dive).
The second acolyte cell is entrusted with a cache of sixteen Haywire Grenades (Thrown; Damage n/a, Pen 1, Haywire [3]).