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Thread: Codex: Dark Mechanicum (7th Edition)

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    Ranged Weapons (Cont.)

    PHOTON GAUNTLET
    The photon gauntlet is the smallest and shortest-ranged variant of photon thruster weapon. Its mechanisms are embedded within a gauntlet that can be triggered by the wielder. When fired it unleashes a howling needle-thin beam of blackness able to pierce through the densest matter and easily rip apart the most heavily armoured opponents.
    Range S AP Type
    12" 5 2 Assault 2, Blind, Gets Hot
    PHOTON THRUSTER
    Utilising the same technological principles as other photon thruster weapons, the photon thruster itself is a rifle-sized configuration of weapon most often deployed by the Dark Praetorians. However, the power source of these weapons are extremely unstable, and little understood even by even the Dark Mechanicum, with a catastrophic failure able to lead to its wielder being consumed by raging black flames.
    Range S AP Type
    48" 6 2 Heavy 2, Blind, Gets Hot, Lance
    PULSAR-FUSIL
    Usually mounted on the Krios Battle Tanks of the Dark Mechanicum, the pulsar-fusil is a multi-chambered particle beam cannon designed to fire volleys of destructive energy bolts which detonate explosively upon hitting their target, hammering armoured vehicles to pieces with repeated strikes.
    Range S AP Type
    36" 9 2 Ordnance 4, Pinning
    PYRAX INCENDIARY BOMB
    The standard form of bomb equipped to Dark Mechanicum Hell Talons, each firebomb contains an unknown and extremely toxic incendiary mix. These firebombs burn with extreme heat and produce a lethal vapour cloud capable of causing respiratory failure and death if inhaled.
    Range S AP Type
    - 5 4 Bomb 1, Blast, Ignores Cover, One Use Only
    RAD/IRAD-CLEANSER
    A potent anti-infantry relic of the Dark Age of Technology, the weapon itself is a dish-like projector connected to a bulky generator that unleashes a powerful blast of cross-spectrum radiation. Victims caught in the blast suffers horrendous deaths as they are boiled alive from within and blasted apart on a cellular level.
    Range S AP Type
    Template 2 5 Assault 1, Fleshbane, Rad-phage
    Rad-phage: A model that loses one or more wounds to an attack with this special rule and survives has its Toughness score reduced by -1 for the rest of the battle.
    REAPER AUTOCANNON
    There is a particular type of double-barrelled autocannon called the reaper, which is no longer employed by the forces of the Emperor. Amongst the Traitor Legions and their allies, it is used to lay down a withering hail of shots, which gives its firer a much greater chance of hitting those unfortunate enough to be caught in their crosshairs.
    Range S AP Type
    36" 7 4 Heavy 2, Twin-linked
    REPEATING LASBLASTER
    This laser weapon is similar in function to the clumsy lasgun of the Imperium but is far more advanced and energy-efficient. Designed through analysis of xenos technology as well as heretical innovation, the repeating lasblaster is lower in strength than other infantry weapons of the Dark Mechanicum, but more than makes up for it with the sustained fusillades of deadly light it is able to output.
    Range S AP Type
    18" 3 5 Salvo 3/4
    ROTOR CANNON
    Simple to produce, this multi-barreled stubber weapon uses electric motors to maintain an extremely high rate of fire from its spinning barrel. Though the medium calibre-slugs the weapon fires lacks the power of bolter shells, the sheer volume of them allows the weapon to be more than effective against unarmoured hordes of foes and fleshy xenos.
    Range S AP Type
    30" 3 6 Salvo 3/4
    SCOURGE LAUNCHER
    Often mounted upon the Warmonger Battle-automata, the scourge launcher combines sophisticated targeting and tracking auguries with four guided missiles of otherwise unseen size and mass. Each missile is encoded with reels of targeting data provided by the systems auguries before launch, allowing the weapon to track fast-moving flyers as easily as it does ponderous ground targets.

    A scourge launcher carries four missiles. Only a single missile can be fired by a scourge launcher in each of the firer's Shooting phases. Make a note of each time a missile is fired; once a scourge launcher has fired all of its missiles, it has run out of ammunition and cannot be fired again.
    Range S AP Type
    60" 8 1 Heavy 1, Firing Calibration, Target Locked, One Use Only
    Firing Calibration: This weapon may not be fired if the model carrying it has moved in the same turn, regardless of the Relentless special rule or if the carrying model is a vehicle, etc.

    Target Locked: A weapon with this special rule can choose whether or not to have the Skyfire special rule each time it is fired.
    SETHENO PATTERN HAVOC LAUNCHER
    The Setheno-pattern is a more sophisticated version of the more common havoc missile launcher commonly mounted on Dark Mechanicum vehicles. The weapon derives its appellation from the Setheno data-djinn which guide each missile and which have proven themselves deadly against enemies trying to hide behind cover.
    Range S AP Type
    48" 5 5 Heavy 2, Blast, Setheno-Djinn, Twin-linked
    Setheno-Djinn: Successful cover saves against this weapon must be re-rolled.
    SLAUGTH NECROTIC BEAM
    Originally found on Slaugth Shock-constructs, this little-understood xenos weapon is more than capable of turning its targets into dust. Each example of this weapon wielded by the Dark Mechanicum has more often than not cost the Heretek in possession of it dozens of slaves, Servitors and even Dark Skitarii to secure.
    Range S AP Type
    24" 6 2 Salvo 2/4, Disintegrate
    Disintegrate: When a model suffers one or more unsaved Wounds from this weapon, it must make a Toughness test. If the test is failed, the model is removed from play.
    SOULBURNER PETARD
    Similar to a medium-sized mortar, the soulburner petard fires large explosive rounds over short distances. The shells fired by the petard are capable of demolishing enemy fortifications, vehicles, and causing horrific damage to damage to closely grouped infantry.
    Range S AP Type
    24" 5 5 Ordnance 1, Large Blast, Rending
    STORM LASER
    The storm laser, also known as the Decimator storm laser is a large, multi-barrelled laser weapon similar in function to the multi-laser. The weapon also shares characteristics with the crystalline projectors of the xenos Dracolith. No matter its origin, the weapon is highly effective against enemy infantry and lightly armoured vehicles.
    Range S AP Type
    36" 6 3 Heavy D3+2
    SUBJUGATOR MULTIPLE MISSILE LAUNCHER
    This carapace mounted missile launcher is the primary weapon of the Dark Mechanicum's Subjugator Battle-automata, enabling it to pulverise both enemy battle tanks and infantry. Each fusillade of missiles fired by the Subjugator multiple missile launcher will be pre-set and pre-programmed to either detonate above the target showering them in blinding hot pieces of razor-sharp shrapnel or only detonate the moment contact with the target is made.

    Subjugator multiple missile launchers have two different profiles. All Subjugator multiple missile launchers in the unit must use the same profile each time the unit fires.
    Range S AP Type
    Impact detonation 48" 9 3 Heavy 3, Concussive
    Airburst 48" 5 6 Heavy 1, Ignores Cover, Large Blast
    TECH-ASSASSIN PISTOL
    Solely utilised by the Dark Mechanicum's Tech-assassins, this high-powered, short-ranged laser pistol is more potent and destructive than the common Imperial lasgun or laspistol. Powered by the Tech-assassin's own internal power systems, the same systems that power their bionic augments, this pistol can fire bursts of such penetrative power that they can punch straight through ceramite.
    Range S AP Type
    6" 3 3 Assault 1, Twin-linked
    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
    The volkite sentinel is an automated, slaved weapons system controlled independently by its own Servitor-brain. Used as a defensive weapon and found on a number of larger Dark Mechanicum vehicles, most commonly the Triaros Armoured Conveyer. Because of the Servitor-brain the weapon is able to target units separately from the vehicle's main armament or the direction of its gunners.

    A volkite sentinel consists of a volkite charger which can be fired at full Ballistic Skill in addition to any other weapons the vehicle can fire in the Shooting phase. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
    VOLKITE SERPENTA
    The pistol variant of volkite weapon capable of being wielded single-handedly by unaugmented troops, the volkite serpenta was sometimes carried by high-ranking soldiers of the Imperial Army and the Tech-priests of the Mechanicum during the Great Crusade. A potent short-ranged anti-infantry weapon, the volkite serpenta still finds favour within the Dark Mechanicum ten millennia later.
    Range S AP Type
    10" 5 5 Pistol, 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!
    VORTEX BEAMER
    One of the most powerful man-portable weapons available to the forces of the Dark Mechanicum, the vortex beamer enables its user to open a portal to the Warp. Similar in function to the Eldar's D-weapons, these technological terrors collapse an area of the material universe, albeit on a very localised scale.
    Range S AP Type
    18" D 2 Heavy 1, Localised Event Horizon
    Localised Event Horizon: When rolling on the Destroyer Weapon Attack table for a weapon with this special rule, subtract 1 from the result of the D6 roll (to a minimum of 1). Furthermore, a weapon with this special rule is assumed to have a Strength of 4 for the purpose of determining if a hit has the Instant Death special rule.
    WARP-BREACH PROJECTOR
    Utalising Chaos corrupted and Daemon-infused machinery, this cumbersome, bulky, and altogether brutish piece of heretical equipment operates using principles reverse-engineered from Gellar field technology, repurposed for an altogether more horrific purpose. As dangerous to its wielders as it is its target, this weapon tears holes in the very fabric of reality when fired.
    Range S AP Type
    12" 10 2 Heavy 1, Blast, Blind, Energy Cascade
    Energy Cascade: A weapon with this special rule must roll a D6 immediately before firing. On a 2+, the shot is resolved as normal. On a 1, the weapon has suffered an Energy Cascade; resolve the attack upon the target, but use the large blast marker, the firing model is then removed as a casualty.
    WARP-PULSE BOMB
    The most esoteric and least understood of the Hell Talon's payloads. Upon detonation, this weapon sends out a pulse of pure Warp energy that reverberates through realspace, disrupting machinery with its aetheric energies. Those lucky enough to not be reduced to mutated beasts by the weapon's explosion are blinded, their vision a surreal static image of a warped hellscape overlapping and intermingling with reality.
    Range S AP Type
    - 2 2 Bomb 1, Blind, Haywire, Large Blast, One Use Only
    XENARCH DEATH-ARC
    An electrical weapon created and manufactured by the shadowy Xenarch of the Northern Rim, the death-arc is a potent, rifle-sized weapon that unleashes a series of arcing bolts of lightning towards its target. If any of these bolts, each deadly in their own right, strike the target, the death-arc channels a far-more powerful arc of electricity along their path, blasting the victim into pieces.
    Range S AP Type
    24" 5 - Heavy D3+1*, Electrostatic Discharge
    *Roll once for the entire unit before firing. Each model in the unit fires that number of shots.

    Electrostatic Discharge: When firing a weapon that has this special rule, the target unit suffers a single additional Strength 7 AP5 hit with the Rending and Shred special rules for each successful To Hit roll made by the weapon against the unit this phase. Wounds generated from these additional hits must always be allocated to different models within the target unit from one another (any excess Wounds are lost).
    YU'VATH VOID-SKEIN RUPTURE RIFLE
    Void-skein rupture rifles are both strange yet terrible abominations, though little is truly known of them. These weapons of the Yu'vath seemingly function by firing munitions through the Warp with the warhead only emerging into realspace just before they strike their target.
    Range S AP Type
    48" X 2 Heavy 1, Gets Hot, Reality Rift, Sniper
    Reality Rift: When rolling To Wound for a weapon that has this special rule, a roll To Wound of 6 causes a Wound with the Instant Death special rule. When making an Armour Penetration roll for a weapon that has this special rule, a roll of 6 causes a penetrating hit, regardless of the vehicle's Armour Value.

    Last edited by Fox Of 9; 20-09-2021 at 13:40. Reason: I am an idiot. That is all.

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