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Thread: Codex: Dark Mechanicum (7th Edition)

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    Ranged Weapons (Cont.)

    GRAVITON IMPLODER
    Deemed blasphemous by the Magos of the Adeptus Mechanicus, this design of graviton weapon, crude and power-hungry, utilises a concentrated beam that creates a collapsing grav-field that imparts kinetic force proportional to the density of the material it strikes. Thus the graviton imploder is most effective against heavily armoured foes and vehicles.
    Range S AP Type
    18" * 2 Salvo 2/4, Concussive, Graviton Implosion
    Graviton Implosion: Instead of rolling to wound normally with this weapon, any model which is hit by an attack with this special rule must roll equal to or under their Strength or suffer one wound. Roll 3D6 for armour penetration against targets with an Armour Value. Roll separately for each successful hit.
    GRENADE LAUNCHER
    Grenade launchers can fire a range of deadly rounds.
    Range S AP Type
    Frag grenade 24" 3 6 Assault 1, Blast
    Krak grenade 24" 6 4 Assault 1
    HAVOC LAUNCHER
    Hsvoc launchers fire clusters of explosive missiles.
    Range S AP Type
    48" 5 5 Heavy 1, Blast, Twin-linked
    HEAVY CONVERSION BEAMER
    The heavy conversion beamer is a larger, vehicle-mounted variant of the man-portable conversion beamer utilised by the Dark Mechanicum's Dark Praetorians. Usually equipped on the terrifying Decimator, this esoteric weapon is both difficult to construct and highly complex to use, needing skilled calibration to operate.

    A shot from a heavy conversion beamer has a different profile depending on how far the target is from the firer. When firing the heavy conversion beamer, place the blast marker over a target within 72" and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72", the shot misses. If it is not clear which of the profiles to use, the controlling player can choose.
    Range S AP Type
    up to 18" 6 - Heavy 1, Firing Calibration, Large Blast
    18"-42" 8 4 Heavy 1, Firing Calibration, Large Blast
    42-72" 10 1 Heavy 1, Firing Calibration, Large Blast
    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.
    HEAVY GLUON CANNON
    A larger variant of the man-portable gluon cannon, the heavy gluon cannon requires its own dedicated reactor core systems to power it. As a result, these weapons are usually only seen mounted upon the Dark Mechanicum's Cataclysm Siege-automata, the machine creature's monstrous frame more than capable of bearing the burden of such a devastatingly powerful weapon.
    Range S AP Type
    48" 2 1 Heavy 1, Decay Increase, Haywire, Large Blast, Rad Poisoning
    Decay Increase: Friendly units' ranged weapons have the Rending special rule when targetting an enemy unit during the phase that it has suffered one or more unsaved Wounds, glancing or penetrating hits by a weapon with this special rule.

    Rad Poisoning: When firing a weapon that has this special rule, a To Wound roll of 6 causes 2 Wounds on the target unit, regardless of the target’s Toughness. Each Wound is allocated and saved against separately.
    HELLFIRE MISSILE LAUNCHER
    The Noakis Hellfire Reiver's primary weapon, the hellfire missile launcher fires barrages of guided missiles that follow a deliberately swerving, evasive trajectory. A superlative suppression weapon, the hellfire launcher's warheads are death to infantry and light vehicles alike.
    Range S AP Type
    48" 5 5 Heavy 1, Large Blast, Twin-linked
    HELSTORM AUTOCANNON
    A specialised variant of the reaper autocannon produced originally on the Hell-Forge of Xana II, the helstorm's prodigious rate of fire makes it lethal to even the most agile of enemy aircraft, but produces so much recoil that it is only capable of being mounted on vehicles.
    Range S AP Type
    36" 7 4 Heavy 3, Rending, Twin-linked
    HRUD FUSIL
    Hrud fusil remains one of the scant few artefacts of the reclusive and dangerous species to occasionally come up for sale in the Imperium. In functionality, these weapons work as a form of "plasma musket" that uses an unfathomable mechanism to phase a plasma bolt between realspace and the Warp. Thus allowing any shot from a Hrud fussil to bypass the defences of the firer's target.
    Range S AP Type
    40" 7 3 Heavy 1, Gets Hot, Ignores Cover, Precision Shots
    HYPERWAVE CLARION
    The largest and most complex of the sonic weapons originally designed and crafted by the Hereteks of the world of Ghibelline, the hyperwave clarion can turn bones to jelly, ferrocrete to dust and liquify adamantium with its endlessly alternating barrage of sounds oscillating in frequency faster than matter can withstand.

    A shot from a hyperwave clarion has a different profile depending on how far the target is from the firer. Use the weapon's first profile if the closest model in the target unit is less than 12" away, and use the second if the target is more than 12" away. If it is not clear which profile to use, the controlling player chooses.
    Range S AP Type
    up to 12" 8 3 Heavy 2, Compound Hyperwave, Ignores Cover
    12"-24" 5 4 Heavy 4, Compound Hyperwave, Ignores Cover
    Compound Hyperwave: For each model in the same unit after the first that scores at least one hit on the target unit with a weapon that has this special rule, add 1 to the Strength (to a maximum of 10) and subtract 1 from the AP (to a minimum of 1) of each hit for that round of shooting. For example, if three models in a unit all score hits on the same target unit with weapons that have this special rule, all hits would be resolved at +2 Strength and -2AP.
    IRRADIATION ENGINE
    The largest known irradiation projector used by the Mechanicum during the Great Crusade and Horus Heresy. These weapons were known to have been used by the fearsome Myrmidon Destructors and by the Macrocarid Explorator heavy transport.
    Range S AP Type
    Template 4 3 Heavy 1, Fleshbane, Rad-phage, Torrent
    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.
    KAI HELLSPEAR
    Kai hellspears are Chaos-corrupted weapons that function similarly to lasguns but instead emit a searing beam of Warp energy. These beams not only cut through the armour and bones of their victims but will also rend away their souls as well. No one knows where the Kai hellspears originate from, but it is assumed to be a terrible and corrupted place to be able to produce such weapons.
    Range S AP Type
    24" 5 4 Assault D6, Daemonic Firearm, Soul Blaze
    Daemonic Firearm: If a 1 is rolled when determining the number of shots this weapon makes, the bearer immediately suffers a Wound with no armour saves allowed. If the bearer is not slain, they are reduced to Ballistic Skill 1 until the start of their next turn.
    KHRAVE EXTINCTION CARBINE
    A projectile weapon akin to the Imperial boltgun, the Krave's extinction carbine fires solidified Warp-matter. Classified during the Great Crusade as a potent tool of destruction, this weapon saw use by several warbands of Blackshields during the Horus Heresy. In the 41st millennium, the extinction carbine is a rare but effective weapon amongst the forces of the Dark Mechanicum.
    Range S AP Type
    18" 5 5 Assault 2, Lethal Exposure, Terror Weapon
    Lethal Exposure: If a unit fires one or more weapons with this special rule in the Shooting phase, roll 2D6. If the result is less than the number of shots fired with this special rule by the unit in that phase, the unit suffers a Wound with no armour saves on a model selected by its owning player. Do not roll for Lethal Exposure in the case of Overwatch fire.

    Terror Weapon: At the end of the Shooting phase, a unit which has suffered one or more Wounds from a weapon with this special rule in that phase must make a Leadership test. The test has a negative modifier equal to the number of wounds the target unit suffered from weapons with the Terror Weapon special rule that phase. If the unit contains one or more models with the Fearless, Stubborn, or And They Shall Know No Fear special rules, the test is still taken but without the negative modifiers for casualties caused. If the test is failed, the unit immediately suffers D6 additional randomly allocated Wounds – these can then be saved normally.
    LAMBDA KAI DISPLACER
    An arcane engine of destruction, this weapon growls and shakes with daemonic sentience. In battle, the lambda kai displacer heaves crackling blasts of pure Warp energy soaring through the air towards their targets, liquifying anything they touch and tearing the fabric of reality asunder with their very impact.

    A lambda kai displacer has a different profile depending on whether the model carrying it has moved in the same turn. Use the weapon's first profile if the model carrying it has moved this turn, regardless of the Relentless special rule or if the carrying model is a vehicle, etc, and use the second if it has remained stationary.
    Range S AP Type
    12"-24" 10 2 Heavy 1, Barrage, Blind, Gets Hot, Large Blast, Warp Breach
    12"-48" 10 2 Heavy 1, Barrage, Blind, Gets Hot, Large Blast, Warp Breach
    Warp Breach: At the end of any Shooting phase in which a unit causes one or more unsaved Wounds with a weapon with this special rule, roll 2D6, adding 1 to the total for every full 3 unsaved Wounds the unit caused with weapons with this special rule in that phase. If the total is less than 9, nothing happens. If the total is 9 or greater, a new unit (under your control) consisting of 2D6+3 Bloodletters, Pink Horrors, Plaguebearers or Daemonettes (you choose) immediately Deep Strikes onto the table anywhere within 6” of a unit that suffered one or more unsaved Wounds from a weapon with this special rule this phase. Rules for these units can be found in Codex: Chaos Daemons. If you do not have enough models to place the entire unit on the board, place as many as you have models for – the excess are destroyed.
    LAS-LOCK
    A las-lock is an energy weapon that uses much of the same technology as a standard lasgun or laspistol, but much more resemble a flintlock rifle. Las-locks are single-shot weapons, with primitive capacitors that require the need to reload and fire after every shot. While this presents many problems with the rate of fire, the single laser bolt that the las-lock fires are considerably more powerful than those fired by standard Imperial laser weapons.
    Range S AP Type
    18" 4 6 Assault 1
    LIGHTNING CANNON
    The lightning cannon is a massive direct energy weapon used by the Krios Battle Tanks of the Dark Mechanicum. A vehicle-mounted variant of the lightning gun carried by the Thallaxii of the Adeptus Mechanicus during the Great Crusade and Horus Heresy, the lightning cannon uses focused beams of electromagnetic energy to vaporise infantry and blast apart armour.
    Range S AP Type
    48" 7 3 Heavy 1, Large Blast, Rending, Shred
    LIGHTNING GUN
    This aptly named weapon takes the form of a baroquely designed carbine connected to a micro-reactor or power core. It fires an ionizing las-beam along with a powerful phased discharge or electromagnetic particles. The ensuing effect makes the weapon able to overload mechanical targets in addition to its effectiveness against organic targets.
    Range S AP Type
    18" 7 5 Heavy 1, Rending, Shred
    LUCIFEX
    A pistol-type irradiation projector, these rare weapons were once only carried by high ranking Magos of the Adeptus Mechanicus, such as a Magos Prime. In the centuries since the Horus Heresy and the formation of the Dark Mechanicum countless examples of this weapon have wound their way into the hands of Hereteks.
    Range S AP Type
    6" 2 5 Pistol, 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.
    MARAUDER SHOT-CANNON
    Specifically designed for, and mounted to, the Dark Mechanicum's Marauder Battle-automata, the Marauder shot-cannon is an oversized variant of an Imperial Navy voidsmen's shotcannon. Fully automatic, this large and bulky weapon can fire prolonged bursts of shot across a short distance, and can easily shred anything not protected by some form of power amour.
    Range S AP Type
    Template 6 - Assault 2, Rending
    MAULER PATTERN BOLT CANNON
    These fearsomely-baroque and bulky automatic cannons differ from the more common heavy bolter only in calibre, with the mauler using substantially larger and denser shells, with a proportionally larger and stronger gun-frame needed to handle the firing stresses involved.
    Range S AP Type
    24" 6 3 Heavy 3, Pinning
    MAXIM BOLTER
    A relatively compact, short-chambered rotary boltgun, these weapons are capable of much higher rate of fire than a standard boltgun, but their weight and recoil mean that they may only be used by heavily augmented users such as the Dark Praetorians of the Dark Mechanicum.
    Range S AP Type
    12" 4 5 Assault 3
    MEDUSA SIEGE CANNON
    Unlike many of the Dark Mechanicum's artillery weapons that fling shells high over a curtain wall, the medusa tends to fire its heavy shells directly at, and eventually through, enemy fortifications. What a medusa siege cannon lacks in reach it more than makes up for in sheer destructive power.
    Range S AP Type
    36" 10 2 Ordnance 1, Large Blast
    MITRALOCKS
    A basic weapon system not too far removed from the standard Imperial lasgun or laspistol. This multi-chambered variant of lack-lock is designed to discharge a simultaneous volley of laser pulses in a fan effect, akin to a shotgun blast. Though the firing range of the weapon is much reduced it comes with an increased likelihood of the firer injuring their targets.
    Range S AP Type
    8" 4 6 Assault 1, Shred
    MORTAR
    Mortar barrages can swiftly slaughter tight-packed enemy infantry.
    Range S AP Type
    48" 4 6 Heavy 1, Barrage, Blast
    NEEDLE PISTOL
    Needle pistols fire a needle of crystallised toxin, making use of a form of laser technology in order to propel the toxic sliver, and to penetrate any existing armour, the sliver itself so fine that it is not felt even if it penetrates flesh. Extremely fast-acting, the crystallised toxin dissolves almost immediately after penetration, taking effect in a matter of a few seconds.
    Range S AP Type
    12" 1 6 Pistol, Poisoned (2+)

    Last edited by Fox Of 9; 25-09-2021 at 19:55.

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