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Thread: Codex: Dark Mechanicum (7th Edition)

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    Ranged Weapons (Cont.)/Melee Weapons

    VOLKITE CALIVER
    The volkite caliver is a volkite heavy weapon variant carried by Dark Mechanicum infantry forces. A volkite rifle with a devastating effect on flesh and bone, the volkite caliver is often employed by mobile support elements, utilising firepower superior to that of the more common bolter.
    Range S AP Type
    30" 6 5 Heavy 2, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    VOLKITE CHARGER
    The volkite charger is a powerful thermal ray weapon, whose technology is pre-Imperial in origin and dates back to the Dark Age of Technology or the Age of Strife. This weapon possesses considerable killing power, surpassing most other armaments of its size, its heat ray having a devastating effect on organic matter, explosively burning flesh into ash and jetting fire.
    Range S AP Type
    15" 5 5 Assault 2, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    VOLKITE CULVERIN
    The volkite culverin is a type of volkite weapon, and is the heaviest man-portable Volkite Weapon known to have been available to Imperial forces during the Great Crusade and Horus Heresy-eras. The volkite culverin, like all volkite Weapons, is a thermal ray weapon of ancient and unknown provenance, with its beam having a devastating effect on organic matter.
    Range S AP Type
    45" 6 5 Heavy 4, Deflagrate
    Deflagrate: After normal attacks with this weapon have been resolved, count the number of unsaved wounds on the target unit. Immediately resolve a number of additional automatic hits on the same unit, using the weapon's profile, equal to the number of unsaved wounds - these can then be saved normally. Models in the targeted unit must still be in range for these additional hits to take place. These additional hits do not themselves inflict more hits!
    VOLKITE SENTINEL
    A volkite sentinel is an automated, slaved weapon system found on a number of larger Dark Mechanicum war engines, most commonly the Triaros Armoured Conveyer. Each volkite sentinel is controlled independently by its own Servitor-brain and is capable of targeting units separately from the vehicle's main armament.

    A volkite sentinel is a pintle-mounted volkite charger which can be fired in addition to any other weapons the vehicle is normally permitted to fire. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
    WARP BLAST
    The bodies that comprise the Bone Conqueror are linked together with an ever-flowing and rippling series of energy arcs. The exact type of energy involved is unclear. TechPriests of the Adeptus Mechanicus typically identify it as 'dark energy' and refuse to offer any additional insights, and those seeking further information regularly find it unavailable through standard Imperial channels. These entities often use this same energy to launch attacks against those that intrude upon their domains.
    Range S AP Type
    18" 6 4 Assault 1
    WHIRLWIND MULTIPLE MISSILE LAUNCHER
    Whirlwind multiple missile launchers suppress the foe with punishing salvoes of long range warheads.

    Whirlwind multiple missile launchers have two different profiles. All Whirlwind multiple missie launcher in the squadron must use the same profile each time the squadron fires.
    Range S AP Type
    Vengeance 12"-48" 5 4 Ordnance 1, Barrage, Large Blast
    Incendiary castellan 12"-48" 4 5 Ordnance 1, Barrage, Ignores Cover, Large Blast




    MELEE WEAPONS

    Profiles for the following Melee weapons are listed in the profiles section. Their full rules can be found in Warhammer 40,000: The Rules.

    Chainfist Chainsword Close combat weapon Eviscerator Force weapon Heavy chainsword Lightning claw Power fist Power weapon


    APOSTATIC MATRIX
    The apostasic matrix is one of countless abominations spawned by the Heretek followers of Umbra Malygris in the 8th Century of M41. Neuro-augmetic lore and the study of the Omnissiah’s universal laws was combined and tainted to produce an unholy technology — the matrix scourges mind and soul with occult energies, tearing down the foundations of the individual's faith and loyalty to whatever he most holds dear.
    Range S AP Type
    - +2 4 Melee, Apostatic Energies, Concussive
    Apostatic Energies: When a model suffers one or more unsaved Wounds from this weapon, it must make a Leadership test. The model suffers a single additional Wound, with no armour saves allowed, for each point this test is failed by.
    ARC CLAW
    Originally conceived by the Magi of Metallica during the Cyberghoul Wars; few examples have managed to make their way over to the forces of the Dark Mechanicus, where they are usually deployed on the Noakis Kavalari Servitors adding an additional edge to the Servitor's close quarters attacks.
    Range S AP Type
    - +1 5 Melee, Haywire
    ARC MAUL
    The arc maul is at first glance a bludgeoning weapon designed to crush and pulp its targets. However, when activated, it becomes a rod of lightning like unto those wielded by the gods of Old Earth. Those struck by an arc maul often convulse themselves to death as the riotous energies playing across them take their toll.
    Range S AP Type
    - +2 4 Melee, Concussive, Haywire
    ARLATAX ARC SCOURGE
    A powerful lash-like weapon equipped with a multi-spectrum disruption field, the Arlatax arc scourge may be used to strike multiple foes at once or coil round an enemy war machine and deliver a pulse that will incinerate and overload its systems.
    Range S AP Type
    - User 2 Melee, Armourbane, Concussive, Rampage
    ARLATAX POWER CLAW
    The long-bladed power claws of the Arlatax crackle with murderous energies and incorporate inside their arm-housing a compact, light autocannon which the Battle-automata may use to deadly effect against infantry.
    Range S AP Type
    Arlatax power claw - +2 2 Melee, Shred
    Inbuilt cannon 24" 6 4 Assault 3
    BATTLE-AUTOMATA POWER BLADE
    Fitted to the primary weapon-limbs of some Battle-automata, these sabre-like bladed weapons use molecular disruption field super-charged with power from the Battle-automata's core.
    Range S AP Type
    - User 2 Melee, Rending
    BATTLE-AUTOMATA POWER CLAWS
    These fearsome long-bladed claws are occasionally fitted to the primary-weapon limbs of certain Dark Mechanicum Battle-automata and can carve through flesh and armour with equal ease.
    Range S AP Type
    - User 2 Melee, Shred, Specialist Weapon
    CHORDCLAW
    Chordclaws emit a low, insistent buzz that makes stomachs turn and eyes vibrate in their sockets. When they strike armour, these weapons will adjust their hostile sonic field to match its resonant frequency, quickly slicing right through it and turning muscle, bone and fat to jelly.
    Range S AP Type
    - User 5 Melee, Molecular Dissonance, Transonic
    Molecular Dissonance: When a model equipped with a chordclaw makes its close combat attacks, one of its Attacks will be a Dissonance Attack (roll this Attack separately). A Dissonance Attack has the Fleshbane special rule.

    Transonic: When making an attack with a weapon that has this special rule, any To Wound rolls of 6 will automatically Wound the target regardless of its Toughness. In addition, during the first round of combat any To Wound rolls of 6 are resolved at AP2. During all subsequent rounds of a close combat, all Wounds are resolved at AP2.
    CLAWS
    The obscene strength of these claws allows them to crush any foe.
    Range S AP Type
    - +2 5 Melee
    CORPOSANT STAVE
    A battle stave fitted with powerful shock charge generators, this weapon's origins lay with the secretive and seldom seen Corpuscarii sub-cult of the Cult Mechanicus. It is also often seen in the hands of numerous Hereteks, having plucked the weapon from the hands of fallen militant adepts of the Prefecture Magisterium.
    Range S AP Type
    - +1 4 Melee, Two-handed, Concussive, Haywire
    DAEMONBLADE
    Often seen in the hands of an Empyric Engineer, a daemonblade contains the bound essence of a single Greater Daemon, or a whole host of lesser Daemons. Whilst the wards and bindings placed on a daemonblade render it less destructive than the Daemon weapons borne by servants of Chaos, they are necessary to stop the wielder being driven insane by the dark voices in his mind. No two daemonblades are the same in form, power and substance, and some are so unique as to have forged their own black reputations.
    Range S AP Type
    - User - Melee, Two-handed, Daemonic Powers
    Daemonic Powers: Every Daemonblade has two daemonic powers randomly generated from the following list before the army is deployed. If the same result is rolled twice, you can choose the Daemonblade’s second daemonic power.
    2D6
    Daemonic Power
    2-3
    Warpflame: Attacks made with the Daemonblade are resolved at +3 Strength.
    4
    Unholy Speed: The wielder has +3 Attacks.
    5
    Etherblade: The Daemonblade has an AP of 2.
    6
    Vampyre: When the Daemonblade inflicts an unsaved wound, its wielder immediately gains +1 Wound (to a maximum of 10).
    7
    Daemonic Feud: Close combat attacks from this sword always wound Daemons on a roll of 2+. Furthermore, Daemons must re-roll any successful invulnerable saves against any wounds caused by this Daemonblade.
    8
    Deathlust: The wielder of the Daemonblade has the Furious Charge and Rage special rules.
    9
    Dark Resurrection: The wielder of the Daemonblade has the Feel No Pain and Eternal Warrior special rules.
    10
    Daemon Venom: The Daemonblade has the Poisoned (2+) special rule.
    11+
    Familiar: The wielder generates one additional Warp Charge point in each of his turns. In addition, the Daemonblade gains the Force special rule.
    DATA TALON
    Data talons bristle with numerous corrupting energies, each drawn from the Data Daemons very essence and distilled into their most pure, viral form. Even the briefest touch can be enough to render the mightiest of war machine into nothing but a lifeless hulk.
    Range S AP Type
    - User 5 Melee, Haywire, Machine Scourge
    Machine Scourge: A model equipped with this weapon can re-roll the result when rolling to determine the effect of the Haywire special rule.
    DECIMATOR SIEGE CLAWS
    A Decimator siege claw is a massive, four-bladed Dreadnought close combat weapon that is used by the forces of the Dark Mechanicum on their Decimator Daemon Engines. The reason that these weapons are considered as "siege" armaments is that they feature built-in heavy flamers. The Daemon Engine can use these to engulf enemy infantry in flames at close quarters or to rip open buildings and armoured vehicles and instantly reduce their occupants to ash.
    Range S AP Type
    - User 2 Melee, Shred, Smash1
    1Smash: When a building or transport takes a Penetrating hit from a Decimator's Smash attack, any units inside suffer D6 heavy flamer hits for each heavy flamer the Decimator has, in addition to any other damage inflicted. Note that the Decimator can only benefit from the Smash rule as long as it has at least a single siege claw.
    DISMANTLING SAW-CUTTER
    The monstrous claw-like weapons known as dismantling saw-cutters were originally designed to help break apart starships in Imperial shipyards, now repurposed to horrifying effect on the enemies of the Dark Mechanicum. Any vehicle or monstrous creature unlucky enough to find itself clasped within the Tormentor's cold, mechanical pincer will soon find itself cut to ribbons in a shower of sparks or blood.
    Range S AP Type
    - X2 2 Melee, Armourbane, Dismantle
    Dismantle: When a model with a dismantling saw-cutter makes its close combat attacks, it can instead make a single dismantle attack. If it does so, roll To Hit as normal, but resolve the attack at Strength D AP2.
    ELECTRO-GOADS
    Electro-goads channel tremendous amounts of Warp-infused energy from the Negavolt Cultists own empathic-resnonance coils. This energy is then discharged either as a scorching blast after a solid impact or freely discharged in cascade of killing lightning.
    Range S AP Type
    - +2 - Melee
    12" 4 - Assault 2
    Last edited by Fox Of 9; 30-10-2020 at 12:07.

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