Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Mission Assignment Wargear and Vehicles

The Valkyrie is a Vertical Takeoff and Landing (VTOL) airborne assault carrier used primarily by the Imperial Guard as both a gunship and a transport for airborne combat regiments like the First Scholari Scriveners. Despite serving the tactical needs of the Imperial Guard, a Valkyrie and its crew are usually composed of pilots and armsmen drawn from the Imperial Navy and are provided to the Guard on an as-needed basis. When a Valkyrie is expected to be assigned to the Guard for a long-duration assignment, usually to provide air support, the Imperial Navy modifies the aircraft by adding more heavily reinforced armour to better protect it in close firefights with enemy forces. The reinforced armour reduces the Valkyrie's maximum altitude and range due to the increased expediture of fuel. A Valkyrie is capable of carrying 12 troops, but cannot carry Space Marines. Type: Flyer Tactical Speed: 20m Cruising Speed: 1,100 kph Maneuverability: +10 Structural Integrity: 30 Size: Enormous Armour: Front 28, Side 20, Rear 12 Crew: Pilot, and Copilot/Gunner Carrying Capacity: Up to 12 Imperial Guardsmen or 3 tons of deadweight. Weapons: Chin-mounted Gunner-Operated Heavy Bolter (Facing Front/Left/Right, Range 120m, Heavy, –/– /10, 2d10 X, Pen 5, Clip 400, Reload 3 Full) Hellstrike Missile (Facing Front, Range 800 meters, Heavy, 1/–/–, 2d10+20 X, Pen 10, Clip 1, Reload –, Blast (1), Gains +10 to hit ground targets, –10 to hit aerial targets) Special Rules 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. Skimmer/Flyer Hybrid: This aircraft is capable of hovering in one place via powerful vector thrust engines for extended periods of time, but also traveling long distances while utilizing aerodynamic principles. It may act as a skimmer or a flyer at the pilot’s discretion. The Valkyrie Sky Talon is a variant of the Valkyrie airborne assault carrier commonly used by the Imperial Navy. The Sky Talon is a support aircraft that is used for heavy lifting in combat situations. The Sky Talon uses magnetic lifting clamps to secure its cargo, assisted by dual grav/pressure clamp rigs and lifting cables when necessary. It is armed for self-defence with a single nose turret-mounted heavy bolter for anti-personnel fire. Replacing its usual complement of Hellstrike missiles with two reserve fuel tanks to compensate for the additional armor and long term planetary deployment. Type: Flyer Tactical Speed: 20m Cruising Speed: 1,100 kph Maneuverability: +0 Structural Integrity: 30 Size: Enormous Armour: Front 33, Side 25, Rear 17 Crew: Pilot Carrying Capacity: 1 to 2 vehicles (size Hulking or smaller, typically 2 Sentinel walkers or 1 rapid assault vehicle) or equivalent sized cargo pod, up to 14 tonnes deadweight lift via line rigs. Weapons: 1 Chin-mounted Pilot-Operated Heavy Bolter: (Facing Front/Left/Right, Range 120m, Heavy, –/– /10, 2d10 X, Pen 5, Clip 400, Rld 3 Full) Special Rules 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. Sky Lift: As a Full Action, the Sky Talon may drop a vehicle or supply pod it is carrying. The Sky Talon must be within 20 metres of the ground to do so (unless the pilot doesn’t care about the state of the vehicle he’s dropping!). On proceeding Rounds of combat, the vehicle may operate normally. Alternatively, it can land on top of a vehicle and pick it up for rapid extraction. This takes 4 Rounds. Skimmer/Flyer Hybrid: This aircraft is capable of hovering in one place via powerful vector thrust engines for extended periods of time, but also traveling long distances while utilizing aerodynamic principles. It may act as a skimmer or a flyer at the pilot’s discretion.
Cyclopea-pattern Tarantula sentry gun, is an automated mobile weapons system used by the Imperial Guard of the Calixis sector. The Tarantula Sentry Gun's Machine Spirit can be commanded to guard a location entirely without human input or it can be directly fired through its external controls by anyone with Weapon Training (Heavy) and Tech-Use. The Machine Spirit's fire control provides a +20 bonus to each shot fired through its external controls, if the operator doesn't have Weapon Training (Heavy) he takes a -20 penalty to fire the sentry gun, while if he doesn't have Tech-Use, he won't be able to gain the bonus from the fire control cogitators. As such, the Tarantula is used in a variety of roles where human soldiers may be caught at a disadvantage, such as covering approaches to key positions, conducting watch over perimeter defenses against surprise attacks, and defending landing sites and extraction routes, where they can delay enemy pursuers while Imperial forces retreat. The most effective use of a Tarantula Sentry Gun is in a tunnel or during starship boarding actions, where when positioned at the end of a corridor they can keep enemy units pinned under heavy fire while remaining safe from flanking operations. While the automated systems of the Tarantula turret will fire upon whatever target that is in range, its logic engine will first check for and engage those hostiles that it is best armed to deal with. Cyclopea-pattern Tarantula's are intended to be primarily anti-vehicle sentry guns. BS 50, T 40, Ag 15, Int 10, Per 20, WP 30 Movement: 1/2/3/6 Total AP 14 all; Structural Integrity 10 Traits: Armour Plated (6), Auto-Stabilised, Darksight, Machine (4), Size (Hulking). Weapons: Plasma Cannon (Heavy; 180m; S/–/–; 2d10+10E, Pen 16; Clip 50; Rld 5 Full; Blast (1), Maximal, Overheats, Twin Linked and Unreliable). Weight 105kg/231lbs. roll Result 1-2 Jarring Blow The impact unbalances the sentry guns, it must make an Ordinary (+10) Agility test for fall prone taking a -20 penalty to all further attacks that it makes, and can only fire in a single arc use the grenade scatter chart to determine which direction. 3-4 Drive Damaged One or more of the sentry guns legs are disabled. Until repaired the turret is immobile and cannot fire in any direction other than the one it was pointing. Make a Challenging (+0) Toughness test, if failed it suffers a Jarring Blow (see above) 5-7 Weapon Destroyed One of the sentry guns Plasma Cannons is hit by the blast, and twisted and melted beyond repair. There is a 50% chance that the sentry gun vents super heated plasma in a blast (2) affecting everyone within 2 meters of either the right or left side of the sentry gun dealing 1d10+10E damage. If the other cannon is still functional, its damage is reduced to 1d10+10E, Pen 8 and the sentry turret loses its Twin Linked property. 8-9 Fire!!! The sentry gun catches fire as its power supply overloads. There is a 20% chance each round that the sentry gun remains aflame that it explodes dealing 3d10X damage to everything within 2d5 meters. 10 Explodes The sentry gun explodes dealing 4d10X damage to everything within 2d5 meters, anything that takes even 1 point of damage after Armor and Toughness also catches on fire.
Impuratus Umbra Thesaurum Hull: Raider Class: Infidel Raider Dimensions: 1.5 km long, 0.25 km abeam approx. Mass: 6 megatonnes approx. Crew: 24000 crew, approx. Accel: 6 gravities max sustainable acceleration Fast, tough, and incredibly dangerous the Impuratus Umbra Thesaurum 's crack crew has a dire reputation amongst their Imperial Navy opponents across the Eastern Fringe. Its crack crew have a 40% chance to perform actions in ship to ship combat. The vessel is also equipped to a heretical cogitator targeting matrix, from the Iron Pit of Sammech, that allows the vessel to fire its weaponry independently with a Ballistics rating of 30, or assist its gun crews with a +10 bonus. The Impuratus Umbra Thesaurum is even capable of navigating the Warp on its own without the aid of a Navigator using precisely calculated jumps, however its temperamental Warp engines make for some very long trips. The voidship's hold contains a gladiatorial arena where its crew bet on death matches between various xenos beasts and professional gladiators, and it provides a +20 bonus to Commerce tests made aboard the ship. Da red wunz go fasta!: The freeboota Snaga Morbad took the time to paint red lightning stripes on port and starboard sides of the voidship while it was docked at the Khazant orbital yards, seemingly as a result as long as Kaptin Morbad spends an hour each day abusing the ships's Viperdrive, engine efficiency increases to 120%. Dreams of Distant Worlds : Superstition claims a planet bound ship maintains a particular affinity for planetary bodies, after having remained on one for so long. This ship gains +10 Maneuverability while within 5 VUs of a planet. Temperamental Warp Engine : The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the immaterium, the GM should roll 1d10. On a 6 or lower, the journey takes an additional 1d5 weeks, on a 7 or higher, the travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpectedly find itself someplace other than its intended destination. (This is at the GM’s discretion, but should not happen on a regular basis.) Wrothful : The ship’s spirit constantly smoulders with anger. In battle, it explodes into a berserk fury, straining and exhausting its systems. During combat, the ship gains +1 Speed and + 7 Maneuverability. Out of combat, the ship suffers –1 Speed and –5 to Maneuverability and Detection. Speed 13 VU; 15 in combat Maneuverability +33, +43 near a planet Detection +0, but +10 in combat Hull Integrity 36; increases to 42 thanks to Field Bracing Armor 18 Turret Rating 1 Space: 36 used of 36 Weapons: 1 Dorsal, 1 Prow Power Generated 45/Used 21 (to 24) Essential Components: Segrazian “Viperdrive” Pirate Engine, Klenova class M Warp Engine, Warpsbane Hull, Command Bridge (Command tests gain a +10 bonus), M-1.r Life Sustainer, M–100 Auger Array, and Slave Quarters Supplemental Components: Banefire Lance Battery: (Prow; Forward firing; Lance; Strength 2; Damage 1d10+2; Crit Rating 3; Range 12), Field Bracing, Forbidden Targeting Matrix, Gladiatorial Arena, Grapple Cannon (Dorsal), and Reinforced Interior Bulkheads x2 Special: Maximum morale is 95%, and the vessel has no void shield. Grapple Cannon: A grapple cannon is a highly-modified macrocannon that fire magnetized harpoons and hooks attached to foot-thick chain-cables to drag the vessel closer in order to effect a boarding action. The strains placed upon the chain-cables are so great that only the smallest vessels can effectively use these devices, but nevertheless the sight of hundreds of void-armored pirates rappelling down a chain- cable in order to cut their way into the hull of a helpless, tethered transport is enough to chill the blood of even the hardiest spacefarer. These weapons are rare, but as they allow attackers to effect a boarding action in relative safety, they are occasionally used by large pirate squadrons, who can afford to forgo the firepower of one of their ships in order to rapidly subdue a crew and gain a precious voidship and its cargo. Harpoon Cannons : Although these weapons take up a Weapon Capacity Slot, they do not deal damage and do not have regular weapon profiles. Chained together : When effecting a boarding action, a ship equipped with Grapple Cannon may make a Difficult (–10) Ballistic Skill Test rather than a Hard (–20) Operate (Voidship)+Maneuverability test to begin the action. Furthermore, as the ships are effectively tied together, the victim must make an Arduous (-40) Operate (Voidship)+Maneuverability Test in order to escape rather than the normal Hard (-20) test. The ship equipped with Grapple cannon may elect to simply cut its cables and escape at any time from a boarding action. Klenova Class M Warp engine This variant on the warp engine was designed for vessels following well established routes through the Immaterium between relatively nearby systems, and for three centuries the Kormisoshi Shipyards installed a small number of the engines in select starships. The design intent was for these ships to travel without a Navigator. The Navis Nobilite has lodged many formal complaints against the use of these designs, but despite their limitations they remain in common use by Chartist Captains across the galaxy. These vessels can only ride the currents of the warp to follow a calculated jump along well established warp routes with aid of quality charts. Multiple redundant cogitation systems aid in finding safe passage. However, the systems required for a Navigator to interface with the Warp Engine are not present. Mysteries of the Warp : No warp assessment is possible, so the dangers of the Immaterium are unknown. When using this system, the vessel must make a daily test on Table 7-4: Warp Travel Encounters (see Rogue Trader page 185). Static System : The Klenova Warp Engine is not compatible with a Navigator’s Powers or any Components or other systems that modify warp travel. Segrazian Pirate Engine The Segrazian “Viperdrive” Pirate Engine is popular with reavers who value pure speed for extended stern chases and the evasion of naval patrols. Certain Rogue Traders have also (perhaps unwisely) fitted these temperamental drives to their frigates. Over-sized Engines : Increase the Ship’s speed by +2 and Maneuverability by +3 Fragile Engines : Any hits to the finely-balanced plasma drives are likely to incapacitate the entire ship. If an Engines Crippled result is rolled on the Critical Hits table (page 222, Rogue Trader) always treat the engines as wrecked, as if an 8-10 had subsequently been rolled.
The Chimera is the Imperial Guard's most commonly used armored personnel carrier (APC). These nearly ubiquitous vehicles are extremely durable and practical, capable of mounting a wide array of support weapons. From within the armored confines of the Chimera, an infantry squad can use the vehicle's hull-mounted weapons to unleash a lethal wave of firepower into an enemy, protected from all but the most heavy weapons in return. Chimeras are also a powerful symbol of the might of the Imperial Guard and are fitted with a range of equipment, including searchlights, to locate the enemy, and massive bulldozer blades to clear all obstacles in the way of the Imperial Guard's heavier main battle tanks. Type: Tracked Vehicle Tactical Speed: 15m Cruising Speed: 70 kph Maneuverability: +0 Structural Integrity: 35 Size: Massive Armour: Front 30, Side 22, Rear 16 Crew: Commander (Turret), Driver, Gunner (Hull Weapon) Carrying Capacity: 12 Imperial Guardsmen plus wargear Weapons: turret mounted autocannon (Turret; 300m; S/3/–; 3d10+8i; Pen 6; Clip 40; Rld 2 Full; Reliable) a hull-mounted heavy flamer (Front; 30m; S/–/–; 1d10+5E; Pen 4; Clip 20; Rld 2 Full; Flame and Spray) a pintle-mounted heavy stubber (100m; –/–/8; 1d10+4i; Pen 3; Clip 80; Rld 2 Full) Special Rules: Amphibious Dozer Blade: This vehicle can clear debris and rubble from a road, allowing vehicles behind it to treat difficult terrain as open ground. Environmentally Sealed: When all the hatches are closed, the vehicle is completely sealed off from the outside world. It has its own life sustainer system but its passengers and crew cannot fire their own personal weaponry without first breaching those seals.
Yutani-pattern Mk-IƆƆ Servo Lifter Developed from tech recovered from the Death World of Hope in the Hazeroth Abyss. The Yutani-pattern Mk-IƆƆ Servo Lifter, or Mark 5000 as it is known in low gothic, is an ancient and proven design. The servo lifter is extremely rare outside the handful of Forge Worlds where they are used to construct and repair buildings. A few servo lifters have been requisitioned by the Imperial Navy to load macrobattery ordnance aboard their ships, and several Calixian Crimson Guard regiments have been known to employ them to demolish buildings and construct fortifications. Type: Walker Tactical Speed: 6m Cruising Speed: 5 kph Maneuverability: +0 Structural Integrity: 18 Size: Hulking Armour: Front 8, Side 8, Rear 4 Crew: Tech-Priest Carrying Capacity: 900kg Weapons: Cargo Claw (Melee; 2d10+17 Impact; Penetration 10; Balanced). Special Rules: Open-Topped: The pilot of the servo lifter can fire a personal weapon out of the vehicle as well as be targeted by those outside the vehicle with a Called Shot Action. Additionally the pilot is vulnerable to any Blast or Spray attack that the servo lifter is in range of. Servo Enhancement: The servo lifter is equipped with two servo arms, gyroscopic balancing cogitators, and specialized arm and leg supports which provide it with a strength characteristic of 75, the Sturdy trait and Unnatural Strength (+10) traits. However the lifter was not intended to see combat and its cumbersome cargo claws are unsuited to handling personal weapons with fine dexterity, such that takes a –20 penalty on all Tests based on Ballistic Skill, as well as a -40 penalty to any Agility based test requiring fine dexterity. Ponderous: The servo lifter may not use the Floor It! Action and moving its Tactical Speed requires a Full Action (it is not possible to both move and do something else). Walker: Like most walkers the servo lifter cannot take the Ram Action, although it is to Charge, and its bipedal locomotion makes it able to ignore many types of Difficult Terrain (for more see pg 215). Venerable Design: The servo lifter is steadfast and reliable, and when operated by a tech-priest. Its operator may re-roll one failed Test that he makes with it per Game Session.
The Salamander scout vehicle is operated by a 4-man crew that is comprised of a gunner and driver inside the vehicle and a commander and Vox-operator on the rear fighting platform. Due to its reconnaissance role, each Salamander is fitted with unusually potent communications equipment to allow it to report back to the command units in its rear Operating in front of the main Imperial Guard force, these scout units need to be able to provide their own fire support. The Salamander Scout, equipped with an Autocannon and Heavy Bolter, provide this heavy weapon support. While it is certainly no match for a true main battle tank, it is extremely fast and therefore capable of getting out of harm's way quickly. An armoured vehicle capable of taking on other light vehicles is a highly useful asset, since first contact between enemy forces is often a clash between their light scout units. Though the scout salamander variant is sometimes also employed to transport a regimental Commissar. Type: Tracked Vehicle Tactical Speed: 20m Cruising Speed: 100 kph Maneuverability: +10 Structural Integrity: 30 Size: Massive Armour: Front 30, Side 22, Rear 16 Crew: Commander (Turret), Driver, Gunner (Hull Weapon), and Communications Operator Carrying Capacity: None. Weapons: turret mounted autocannon (Turret; 300m; S/3/–; 3d10+8 Impact; Pen 6; Clip 40; Rld 2 Full; Reliable) a hull mounted heavy bolter (Front; 150m; –/–/6; 1d10+8X; Pen 5; Clip 60; Rld Full; Tearing) Special Rules: Dozer Blade: This vehicle can clear debris and rubble from a road, allowing vehicles behind it to treat difficult terrain as open ground. Enhanced Motive System: This vehicle may move twice its Tactical Speed on a Half-Action instead of a Full Action, and may move triple its Tactical Speed on a Full Action. It also gains a +10 bonus to the Floor It! vehicle action. Open-Topped: The pilot of the servo lifter can fire a personal weapon out of the vehicle as well as be targeted by those outside the vehicle with a Called Shot Action. Additionally the pilot is vulnerable to any Blast or Spray attack that the servo lifter is in range of.
Tau Pulse Pistol (Pistol, Range 40m, S/2/–, 2d10+2 E, Pen 4, Clip 16, Rld Half, Gyro-Stabilized, Wt 3 kg) includes one clip. The gyro-stabilized quality effectively means that you never take the Long Range penalty even out to the maximum range of the weapon, because the weapon Machine Spirit compensates for range.
Imperius Pyrrhus , is a legendary super heavy main battle tank that served in the liberation of the Calixis sector. It was given as gift of friendship to the Forge World of Opus Macharius in 400.M39 by the first Lord Sector Calixis, formerly known as Lord Militant Drusus. In 741.M40, the Imperius Pyrrhus was made part of the 1st Crimson Cataphractii regiment founded after the loss of the majority of the Legio Venator. With the opening of the Margin Crusade, the Imperius Pyrrhus was reassigned to the 42nd founding of the Crimson Cataphracti Crimson Guard regiment. As the only baneblade in existance that is known to have carried Lord Militant Drusus into battle, the tank is widely venerated by many soldiers and citizens of the Calixis sector as such those soldiers that can see the Imperius Pyrrhus gain a +10 bonus to resist or recover from pinning as well as the ability to re-roll one BS attack per combat. Type: Tracked Vehicle Cruising Speed: 25 kph; Tactical Speed: 8m Structural Integrity: 120 Size: Monumental Maneuverability: -30 Armor: Front 48, Side 38, Rear 30 Vehicle Traits: Command and Control, Damage Control, Enclosed, Environmentally Sealed, Ponderous, Reinforced Armor, Super-Heavy, and Tracked Vehicle. Crew: 1 Commander (Baneblade Cannon), 1 Tactical Officer (Inferno), 1 Driver (Twin Lascannons), 3 Gunners (Demolisher Cannon, and Heavy Bolters), 3 Loaders, and 1 Enginseer (Grenade Launcher). Carrying Capacity: None. Special Equipment: Laud-Hailer, Searchlight, Siege Auspex, and Vox-caster Weapons: Coaxial Mounted Grenade Launcher (Basic; 60m; S/–/–; as grenade; Pen as grenade; Clip 6; Rld 2 Full; wt 12kg) >>>There are forty frag grenades and sixty smoke grenades aboard the baneblade, with six more smoke grenades loaded in the launcher.<<< Hull Mounted Demolisher Cannon (Vehicle; 50m; S/–/–; 4d10+20X; Pen 10; Clip 2; Rld 1 Full; Blast (10), Concussive (3); Wt 400kg) Hull Mounted Inferno Cannon (Front Facing; Vehicle; 50m; S/–/–; 2d10+15E; Pen 8; Clip 50; Rld; Flame, Spray; 600 kg) Pintle Mounted Hunter-Killer Missile Launcher (Vehicle; 350m; S/–/–; 3d10+6X; Pen 6; Clip 5; Rld 1 Full; +20 to BS; wt 35kg) Turret Mounted Baneblade Cannon (Heavy, Vehicle; 750m; S/–/–; 3d10+15X; Pen 10; Clip 12; Rld 3 Full; Blast (12), Concussive (3), Reliable) Twin Turret Mounted Lascannons (300m; S/–/–; 5d10+10E; Pen 10; Clip 30; Rld 2 Full; Proven (3), Reliable) Two Sponson Mounted Twin-Linked Heavy Bolters (Left/Right Facing; 150m; –/–/6; 1d10+8X; Pen 5; Clip 60; Rld 1 Full; Tearing, Twin-linked)
Examples of the ubiquitous Corulsiem-pattern groundcar are seldom seen in the ruins of modern day Plutopolis, for the vehicle was used to carry maintenance crews through the sublevels and habways of Plutopolis in relative safety few citizens of the radiated hive owned one, relying instead on the public transit zoom tubes to travel quickly from one district to another. Most have Corulsiem-pattern exposed passenger areas, which often modified by the Apostate Mechanicus of the Samech Forgeworld with a pintel mounted heavy stubber. Type: Wheeled Tactical Speed: 15m Cruising Speed: 75kph Manoeuvrability: +20 Structural Integrity: 20 Size: Enormous Armour: Front 12, Side 7, Rear 5 Vehicle Traits: Open Topped, Wheeled Vehicle Crew: 1 Driver Carrying Capacity: 3 passengers or 1 passenger and a pintel mounted heavy stubber. Special Equipment: Integrated Multicompass and Navigational Dataslate. Looted equipment Plutopolis-pattern Plaslock (Basic; Range 250m; S/-/-; 1d10+10 E; Pen 7; Clip 1; Reload Half; Two handed; Inaccurate, Overheats, Primitive (5), Unreliable; 7.5 kg) Two complete suits of Vanity-pattern baroque Tech Guard Carapace armor (AP 6 all, grants the Fear (1) trait from its fearsome Skeletal appearance and its mechanical wings includes a built in pict recorder, a decorative & extremely shiny Refractory coating granting +3 AP vs. Las Weapons as long as the armor is clean as well as a -20 to Stealth tests also as long as its clean, and Magnetized boot soles), additionally the Vanity-pattern Tech Guard carapace includes large functional clockwork wings as part of its integrated jump pack. However only those Characters with a potenia coil actually power the jump pack and need Operate (Aeronautica) to use, if the wearer has both they gain both the Sprint talent and the Flyer (10) trait but cannot hover. Each time you use the Flyer trait you must succeed on a Challenging +0 Toughness test or gain a level of Fatigue. Even without a potenia coil, the wings bestow a +10 bonus to Parry tests in close combat. Samech pattern Bolt-Carbine (Basic; Range 140m; S/-/-; 1d10+6 X; Pen 4; Clip 6; Reload 1 Full; Two handed; Proven (3), Tearing, and Unreliable; 5 kg). Voltar's Damaged Triplex Lasgun (Basic; 50m; –/3/–; 1d10+3 E; Pen 0; Clip 30; Reload 1 Full; Two handed; Felling (4), Proven (5) and gains the Spray quality when attacking Stigmartus troops expending 1 shot per troop within range always striking them in the chest without the need for a roll)
Halo Devices come in many forms, but most are small and easily confused with odd jewellery, small pieces of armour, and curious miniature statuary. The form a Halo Device takes has no influence over its powers. Some commonly encountered forms are spheres (also called “halo oculus” for their resemblance to eyes), flat ovoids the width of a human palm, broad hoops varying in size, or small scarab or fossil like objects. Once one begins to bond with a person, the form of the devices often changes as it melds with the user’s flesh. A true Halo Device might change hands in trade once in a hundred years and command prices of tens of millions of Thrones, or things of equal or more specific value such as trade route maps, noble titles, certain dark secrets, and other hugely valuable assets. Halo Devices can only be obtained through the most unscrupulous and well connected traders who peddle in the heretical and profane. They therefore have no Availability value, as obtaining them should never be a matter of simply rolling dice. A character with a Dark Pact, who is possessed, or who is a psyker cannot bond with a Halo Device—the device will accept no master or influence but itself. Though it is only necessary that someone have close contact with a Halo Device for it to cause its effect, there are numerous stories and superstitions that accompany the use of Halo Devices. Such practices include surgical implantation of the device beneath the skin, replacing an eye with the device (called a “halo oculi” in this case), swallowing the device, or even bathing in alchemical preparations of blood during the bonding. Halo Devices will begin to bond with and change any person who has prolonged contact (over several days or weeks) with them; this contact may be as simple as wearing the device as a piece of jewellery or keeping it in a pocket. However, embedding the device in an open wound may well speed up this process dramatically. Once the device bonds with the user, it begins to alter them. This process of change moves through three phases: primary, secondary, and tertiary. Once a person is into the primary phase there is no turning back, and they will eventually pass to the secondary and tertiary phases unless they are destroyed. Halo Devices require the flesh of a host, and if kept in contact with flesh, they will bond with it and, over time, change that flesh to suit their purposes. Halo Devices do have a purpose, corrupted by eons as it might be, and it is to transform the mind and body of those they bond with towards some dark and terrible configuration. As a person bonded to a Halo Device moves through each phase, various Traits and other effects are applied to him as detailed below. The Oscillum Larva Appearing as a mask of melted xenos skulls doted with emerald protrusions, the Halo Device known to some Xeno-archaeologists and Ordos Inquisitors as the dreaded and fabled Oscillum Larva appears to be part of a larger helmet, certain Forbidden Lores can reveal that the device was last rumored to be in the possession of the Haarlock Rogue Trader Dynasty as well as its "name," although legend has it that when the dynasty fell several more destroyed themselves fighting over possession of the artefact, until it disappeared into the hands of the Most Holy Inquisition. The mask itself is made of an unknown organic compound that impossibly defies Auspex and Augury scans, it is virtually indestructible, anything capable of damaging the device will likely destroy it. When placed in contact of a living host, the Oscillum Larva quickly extends fibrous tendrils of an unknown non-metallic material into the host. Within a short span of time, approximately one week, the Oscillum Larva will integrate with the user’s flesh. The user rejuvenates so that he is in the peak of youth and health. Any physical diseases, deformities, obvious mutations, or other long-term medical conditions that he was suffering from are negated. Any part of the user’s body that has been lost re-grows during this phase (albeit slowly and painfully), his senses become superbly attuned, he moves with an unnatural grace, and he shrugs off all but the most grievous wounds. Even as his body changes, the user’s mind begins to break; he increasingly discovers that he finds no pleasure in normal sensory stimuli (food will taste ashen, etc.) and he suffers from violent mood swings. As time progresses, he learns that he no longer requires sleep—except for a few comatose hours every few days during which he suffers fierce phantasmagorical dreams of alien vistas and strange cities beneath mysterious stars. The mask is treated as a helmet with an effective AP value of 60, although if subjected to an attack with an effective Penetration equal to or greater than its Armor Protection value, the Oscillum Larva is destroyed but the user takes no damage from the attack. The following modifications apply at this stage. • Gain +10 Wounds . • The user no longer suffers the effects of Fatigue. • The user regains the peak of his physical prime and ceases to age. • Gain 2d10+5 Corruption Points, although any mutations gained are internal and undetectable unless the host suffers critical damage at which point his injuries betray their existence. • Gain one minor delusion, one severe addiction, and one acute mental disorder (of the Players choice) related to the Oscillum Larva. • Gain Heightened Senses (Sight, Sound, Smell, Taste, Touch), Unnatural Agility (+2) and Unnatural Toughness (+2). • If using Aptitudes, the user gains either the Toughness, Agility, or Strength aptitude. Lastly, if sold or exchanged with a person with an Infamy score higher than the seller, the seller may increase his effective Infamy characteristic by half the difference between them in addition to the item traded for which may include a voidship or other item of up to Unique availability/rarity. So if the seller has an Infamy of 23, and he manages to sell the Oscillum Larva to a Chaos Sorcerer of the Thousand Sons with an Infamy of 50, the sellers Infamy score will increase by 13.
The recent influx of revived and resuscitated crew as well as inherent scarcity of certain items aboard a voidship intended for use as a Prison Barge, means that all further Infamy tests to acquire items from the ships stores, and vaults are subject to certain modifiers. Once a player makes an Infamy test to acquire an item in a session (successful or not), every subsequent Acquisition test by that player has a cumulative –10 modifier until the start of the next session. This penalty can be offset by relinquishing a single item of personal equipment, and returning it to the vaults or bargaining it away in trade, in effect the heretic can offer up one item he has in his possession to trade in, making the test easier. The item selected to trade must have an availability lower than the item being sought. For example, if the item being acquired has an availability of –20, the traded in item must have an availability of –30 or below. When trading in an item this way, the character gets a bonus to his Infamy test equal to the difference between the two items’ availabilities. For example, if the item being acquired has an availability of –10, and the item being traded in has an Availability of –30, the character gains a +20 bonus to his Infamy test. If the Infamy test succeeds, the offered item is traded away, and lost. If the test fails, however, the item is not traded, and the character keeps it. Furthermore every time a player makes more than one Infamy test to acquire equipment or goods in a game session, there’s a chance they’ll attract the attention of some other prisoner interested in taking their pretty new bauble away from them. Both of these penalties can be negated (at least temporarily) by docking at a station or port and resupplying, or raiding a colony, ship or some other settlement.
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. The Pax Imperialis carried a single Halo Barge equipped for use as a prisoner transport with Null holding cells for keeping Psykers docile. The Uncompromising Lack of Integrity however carries three basic Halo barges for transporting loot. 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 personnel: 20 in the main prison hold, and 20 in solitary confinement cells. 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).
Maximus Pattern Power Armor As the Great Crusade expanded across the galaxy, and the size of the Imperium reached what was to be its zenith, a new variant of armor was produced by the Adeptus Mechanicus on Mars. The main development of the “Maximus” suit was to abandon the use of abutting plates in favor of larger, inflexible armoured casings. These were considerably easier to produce and maintain, with only a slight reduction in mobility, and thanks to technology uncovered as the Crusade progressed, were lighter as well as being more efficient protection. The helmet was a new design that allowed articulated movement, while retaining an environmental seal. Special Rules Maximus Armor was not built for stealth. The wearer suffers a –20 penalty to Stealth tests (in addition to the normal -20, so -40 total). The Crusade armor grants 7 Armor Points to the arms, head, legs, and 9 to the torso. Each suit includes an Osmotic Life Gill, first generation Auto-Senses (Dark Sight, input filtering provides immunity to photon flash grenades and stun grenades, the helmet also provides +10 to hearing and sight based Awareness tests), Nutrient Recycling, Bio-Monitor and Injectors with 6 doses of pain suppressant. Each suit also increases its wearers strength characteristic by +20. The armors' power supply must be recharged every 24 hours. The wearer gains a +15 Fellowship bonus in any dealings with loyalist Space Marines, unless they know of his status as a heretic, mutant, or traitor. Gorgon Pattern Tactical Dreadnaught Armor While most of the power armor aboard the Shield of Cydonia, was Mark 4 Maximus armor a detailed inventory conducted by the recently recovered Dark Mechanicum cultists turned up twenty suits of Gorgon-pattern Tactical Dreadnaught armor seal away in a secret Temple Vault Armory dedicated to the God Emperor. Your Dark Mechanicum lackeys believe that the Gorgon-pattern Tactical Dreadnaught armor was developed with the assistance of the Iron Hands Chapter. The design replaced the force field generators embedded in the armor with experimental systems that converted incoming electromagnetic and kinetic energy into bursts of blinding light, able to incapacitate nearby foes but reduced the wearers Agility characteristic by –20, the field generator has a protection rating of 35, is impossible to reproduce, and never overloads under normal combat conditions. If the field blocks more than 12 points of Damage from a single attack, the release of light is strong enough that everyone in melee with wearer must make an Ordinary (+10) Agility Test or be blinded for a number of rounds equal to their Degrees of Failure. The experimental conversion field can shrug off Haywire fields as long as the wearer rolls under the protection rating, and even if they fail the conversion field off sets the first 20 points of penalties inflicted by Minor and Major Disruption fields but is still vulnerable to Dead Zones. While wearing Gorgon Pattern Terminator armor it is impossible to take the Run action, further the whine of the actuators combined with the shaking the accompany any movement in such a suit mean that the wearer suffers a -40 penalty to Stealth, however they may still Dodge or Parry (taking into account the -20 penalty to Agility). The massive bulk of the armor increases the wearer’s size by one step. In the case of Space Marines, the Black Carapace does not provide its standard bonus so they also count as Hulking and all attacks which target them gain a +10 to hit and suffer a -10 to Stealth added to the penalty above. Terminator armor also requires a constant power supply, which must be carried by the wearer (usually as a back pack). A standard power supply lasts for 24 hours before it needs to be replaced or recharged. On the plus side the ancient pre-Heresy armor has powerful micro-fibre bundles that grant +30 to the wearer’s Strength characteristic as well as superior actuator and stabilization systems, granting the Auto-Stabilized Trait and allowing Heavy weapons to be fired one-handed. Gorgon Pattern Terminator armor possesses superior auto-senses. So long as the armor has a functioning Auto-senses sub-system, the wearer also counts as being equipped with an auspex. The helmets of each of the Gorgon Pattern Terminator suits also integrates an array of psychically-attuned crystals that allow the helmet to function as a Psychic Hood that allows the wearer to nullify a power that affects him directly, no matter the range by making a Focus Power (Willpower) Test as a Reaction, with every Degree of Success imposing a –10 penalty on the enemy’s Focus Power Test. The helmets also include a Pict Recorder, Teleport Homer, and Vox Link. Input filtering compensators render the wearer immune to the effects of flash, photon, and stun grenades as long as the helmet is worn. The Gorgon Pattern Terminator armor found aboard the Shield of Cydonia bear special articulated wrist mounts that allow a pair of Storm Bolters to be mounted (one on each forearm) and fired empty handed as a Half Action or Reaction (gaining the Twin Linked and Inaccurate qualities). Each suit also has a shoulder mounted grenade launcher. The armory where the Terminator armor is found contain twenty Best Quality Power Halberds (Melee, 1d10+4 E, Pen 3, Power Field, Tearing, wt 9 kg), Lightning Claws, and Combi-Bolter/Flamers. Finally each suit provides an AP of 14 to the arms, head, and legs as well as AP 15 in the chest. Gorgon Pattern Terminator armor also bears a Ceramite plating that increase the AP value by +3 vs flamers, meltas, and thermal lances.
Cultist Comrades The Cultist comrades are effectively poor quality combatants and fail any roll that is more difficult than Ordinary (+10), their main benefit is that they can be used to Assist you on rolls, can grant you the Ganging Up bonus in melee, and there is a ten percent chance that any attack that would normally hit you hits them instead (if the BS or WS roll was doubles). Each Cultist comrade must be given a name. There are three flavors of Cultist comrade available on the prison barge. None are even as effective as a Lesser Minion of Chaos. Each has less than ten wounds, is normally unarmored, and a Toughness bonus of 2. Normally they can be acquired from the prisoner stasis caskets aboard the Pax Imperialis with a successful Hard (-20) Infamy test and will serve loyally for one session per degree of success before they either fail you in some way or betray you, and require punishment to reassert your Authority. Heretics can normally command no more than their Fellowship bonus in Cultist Comrades at any one time, unless they possess a talent that lets them influence more such as Air of Authority. If you share their alignment you gain a +20 bonus to all rolls to Interact with them as well as the Infamy test to acquire them. Khorne aligned traitorous Imperial Guard, such as members of the Crimson Cavaliers regiment of Crimson Guard and Krieg. They are trained to use a wide variety of weapons from Chain, Las, Solid Projectile to Meltas and Plasma, and can easily recover their Crimson Carapace armor. When used to assist in combat they grant a +5 bonus per Comrade to Ballistic Skill tests (maximum of +20 with four Comrades). They have 8 wounds. Slaanesh aligned surgery obsessed Dark Mechanicus from the Forge world of Samech. They can assist with Medicae and Tech-Use tests, and have multiple poor craftsmanship bionic limbs. They have 6 wounds. Tzeentch aligned corrupt and mutated Imperial Nobility from the warp cursed and now Exterminated world of Iatos. They can assist with Deceive and Common Lore tests. They have 9 wounds. All Cultist Comrades are fairly effective distractions in melee and grant either a +10 or +20 to Weapon Skill depending on how many are Ganging Up on your foe, as long as they are armed with melee weapons.
When the heretics got the drop on Vladimar Crane in the Inquisitorial Sanctum aboard the Pax Imperialis they were also able to penetrate a secret vault of proscribed items hidden on board such as... The Arcanorum Liber Peregrinus , a proscribed text on daemonology, heresy, and the Warp whose ruffling pages provide a +30 bonus on Forbidden Lore rolls regarding those subjects as well as a +15 to daemonic mastery tests. However each time, a reader studies the text to receive the benefits of the black book they also gain 1d5-2 Corruption points. Every ten Corruption gained from the text, results in a chance of the reader learning the secrets of sorcery which allow them to use their Corruption bonus in place of a Psy Rating. Those that study the book begin to see a strange man in reflective surfaces who seemingly stands just behind them, with tiny mouths where his eyes should be that whisper terrible secrets. The Dreadaxe , a mysterious pterodactyl headed axe of bone that is a Daemon Weapon with a Willpower of 50 and a Binding Strength of 1. The Dreadaxe has the Howling and Impossibly Sharp attributes, it also has the Sanctified Quality to represent the Daemon Weapon’s unnatural ability to destroy other Daemons. Additionally, each time the wielder of the Dreadaxe slays a corrupted or Daemonic entity with more corruption points than the wielder, the soul sucking Daemon Weapon devourers the foes lowest characteristic and redistributes the points as evenly as possible among its wielders nine characteristics. Finally, the Daemon trapped within a Dreadaxe is always hostile to everyone nearby, and never attempts to ally with or aid the Heretics as it wants to kill everything around it. Only unaligned characters can use the legendary Dreadaxe without penalty. A Hrud Fusil . Little is known of the reclusive and dangerous race known as the Hrud other than that they dwell only in darkness and possess strange, warp-based technology which, it is said, allows them to walk between worlds and even corrupt the flow of time with their baleful presence. The fusil is one of a scant few Hrud artefacts that occasionally come up for sale and is always in high demand. It is a form of “plasma musket” that uses an unfathomable mechanism to phase a plasma bolt between realspace and the warp, bypassing its target’s defenses ignoring both armor and power fields. Though somewhat unpredictable, the weapon’s unique qualities make it useful for assassins and Inquisitorial agents alike. The Fusil requires its wielder to make a Challenging +0 Perception test instead of a Ballistics Skill test, if successful the phased plasma bolt fired from the "plasma musket" gains the ability to home in on the target even if they manage to dodge or run. The plasma bolt takes on the appearance of a shrieking flying raptor as long as it is out of phase and swoops around to repeatedly attack its target even if they manage to dodge the initial shot for a number of turns equal to half the degrees of success on the Perception test, unless one of the Evasion attempts scores more successes. Characters that have advanced training in the Psyniscience skill can add the bonuses from it to the Perception test.
Dibbs on the Arcanorum Liber Peregrinus for the Navis Lord.
I am badly in need to a good melee weapon.. I could use that Dreadaxe
For those who were wondering, the Haywire Rifles we picked up seem to be from the Radical's Handbook. I'm re-posting that info here. HAYWIRE RIFLE Class: Basic (SP) Proscribed by the Adeptus Mechanicus for its effects on their holy engines, this short, brutish weapon fires large-calibre rounds specifically designed to defeat servitors and other mechanical constructs. The ammunition contains a directed energy discharge that effectively passes through augmetic armour or machine plating. A woefully slow rate of fire and short range counter this useful trait. Whilst useful for missions where the nature of the defences is known in advance, it has limited use against more varied targets. The Haywire Rifle doubles its Pen value against targets with the Machine Trait, or those judged by the GM to be similar in nature (such as the lock system for a blast door). Haywire Rifle; Basic; Range 10m; RoF 1/-/-; Dam 1d10+3 I; Pen 2*; Clip 6; Rld 1 Full; Wt. 5 kg; Cost 400; Availability Very Rare
ill take the last one HRUD FUSIL
Sweet, all booty has been claimed.