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Thread: Codex: Dark Mechanicum (7th Edition)

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    Chapter Master Fox Of 9's Avatar
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    Special Issue Wargear (Cont.)/Armour

    OCCULAR AUGMETICS
    The Skitarii of the Adeptus Mechanicus have their eyelids removed upon inception. For many Hereteks of the Dark Mechanicum, such a paltry physical alteration is barely worthy of calling augmentation. It is no surprise then, that it is exceedingly common for Dark Skitarii to have their ocular organs removed entirely, replaced with high-grade bionics. These can increase the subject's visual spectrum, grant them the ability to see heat, or even incorporate targeters.

    All models in a unit equipped with occular augmetics can re-roll any To Wound rolls and armour penetration rolls of a 1 in the Shooting phase at a range of 12” or less.
    OMNISPEX
    The omnispex carries a raptor-class machine spirit that can read heat emissions, data signatures, and biological waveforms even at extreme ranges. Should it be kept focussed for an extended period of time, it will determine the weak points of those it scrutinises and pass them on to its master.

    Cover saves taken against attacks made by a unit that contains at least one model equipped with an omnispex are made with a -1 modifier.
    POWER FIELD & FIELD SYNCHRONISER
    A large proportion of the Dark Mechanicum's War-droids are equipped with these twin devices. These rare and highly sort pieces of technology operate in tandem to shield the bearer from harm, placing them within a protective energy field. When in close proximity to another such set of devices the fields synchronise, amplifying their strength and effectiveness.

    A power field & field synchroniser confers a 6+ invulnerable save. Any model that is equipped with a power field & field synchroniser and is in base contact with at least two other models who are also equipped with a power field & field synchroniser instead has a 5+ invulnerable save.
    PSYCHOTROKE GRENADES
    Psychotroke grenades explode in a cloud of sweet-smelling nerve gas that induces violent, and often debilitating, visions in the enemy. It is incredibly psycho-reactive and mere proximity is enough to trigger its effects, rendering even sealed armour useless.

    When a unit equipped with psychotroke grenades launches an assault, or is assaulted, roll a D6 for each enemy unit being assaulted or assaulting to see what the effect is. The effects of psychotroke gas only ever last for the duration of a single Assault phase.

    Note that the descriptions included below have been based on the recorded responses of human subjects – alien races will, of course, react in their own, inimitable fashion (though the game effect is unchanged).
    D6
    Effect
    1
    What's this? Smells a bit odd: The unit has resisted the psychotroke gas – there is no effect.
    2
    Suddenly it’s all so clear. The fighting, your allies, that mortal wound – everything’s just a huge cosmic joke! Best to sit down and have a good laugh about it: The enemy unit is hit automatically in this Assault phase. They can still fight, but with a maximum of 1 Attack per model (to represent their maddened flailing), though this does not affect Hammer of Wrath or Stomp attacks.
    3
    Hah! Those enemies aren’t real, they’re just an illusion – you’re not falling for that!: You re-roll failed To Hit rolls against the enemy unit during this Assault phase.
    4
    They’re horrible! Your darkest fears have been given form and are coming to kill you!: The enemy unit is reduced to Leadership 2 for the remainder of the Assault phase.
    5
    The world is spinning – everything is all jumbled up. It’s all you can do to keep your feet: The enemy unit is reduced to Initiative 1 for the remainder of the Assault phase.
    6
    They say they’re your friends, but they’re not – they’re out to get you. Best get them first!: Every model in the enemy unit must immediately take an Initiative test. Any models that fail must strike blows against their own unit during this Assault phase, rather than against the enemy, exactly as if they were on your side. Wounds inflicted must be allocated amongst the entire unit, not just amongst unaffected models. Unsaved Wounds caused by affected models count towards your close combat total. Units composed of single models re-roll this result.
    QUANTUM FIELD
    The Tech-assassins of the Dark Mechanicum are often protected by a quantum field, which consists of layers of additional defensive energy shielding that exists out of phase with the assassin themselves until the moment enemy projectiles impact.

    A quantum field confers a 6+ invulnerable save.
    RAD GRENADES
    Rad grenades detonate in a shower of tiny contaminated fragments. Each particle’s radioactive emissions have a millisecond half-life, ensuring that the thrower can charge in without exposing himself to contamination. Nevertheless, those enemies caught in the initial explosion will feel the rad grenade’s debilitating influence for some time afterwards

    During a turn in which a unit equipped with rad grenades launches an assault, or is assaulted, the enemy unit(s) suffer a -1 penalty to their Toughness until the end of the phase (this does affect the victims’ Instant Death threshold).
    RAD-FURNACE
    The reactor cores used by some Hereteks generate large quantities of harmful radiation, either due to disrepair, heretical modifications or purposeful malignant intent. No matter the reasoning, these Hereteks will often deliberately vent debilitating levels of radiation when in combat.

    All models locked in combat with one or more models equipped with a rad furnace suffer a -1 penalty to their Toughness for the duration of the combat. Models with rad furnaces are immune to this effect as well as those of rad grenades. Any weapon with the Poisoned, Rad Poisoning or Rad-phage special rule only wounds a model equipped with a rad furnace on a D6 roll of a 6.
    REFRACTOR FIELD
    Considered essential by many Hereteks, the refractor field distorts the image of the wearer with a shimmering cloak of energy. Incoming attacks that strike the field will be refracted into multispectral bursts that dissipate into harmlessness.

    A refractor field confers a 5+ invulnerable save.
    SCRYERSKULL
    The scryerskulls and mech spiders of the Dark Mechanicum consist of a human head, fashioned from brass. The head is fashioned to be an almost exact replica of a human's, except it is missing the eyes, ears, lips, and tongue - which will be procured later from a freshly-killed corpse and attached to the head. A mockery of the Adeptus Mechanicus' own creations, these devices are nonetheless highly effective reconnaissance tools.

    At the start of each of your turns, a model with a scryerskull can choose to identify a single Mysterious Objective anywhere on the battlefield.
    SPELL FAMILIAR
    A spell familiar may be a small creature made of bound psychic energy, or a living being invested with the power of the Warp. They can take any form, but are often small imps, evil-looking mannequins or twisted dwarfish mutants.

    A model with a spell familiar may re-roll failed Psychic test. The spell familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets in the way, simply move it to one side.
    STASIS FIELD
    Hereteks extend their lives by a variety of means; rejuvenat treatments, anti-agapic elixirs, contrachron symbiotes – some even carry exomantic stasis fields that hold them in suspended animation whenever the wearer’s life force is in immediate danger.

    While a model equipped with a stasis field has Gone to Ground, it gains a 2+ invulnerable save, but its Weapon Skill and Ballistic Skill characteristics are reduced to 0.
    VOLTAGHEIST FIELD
    Nimbuses of pure energy surround all Negavolt Cultists, crackling from their bare skin to coalesce into sparking pockets of electromagnetism that hover like will-o-the-wisps above a drowned corpse. When incoming projectiles or energy beams threaten an Negavolt Cultist these tiny voltaic ghosts will often intercede, shattering or dissipating the threats in puffs of burning ozone. When the wearer of the field charges the foe, those same voltagheists ground upon nearby enemies in bursts of electric force.

    A voltagheist field confers a 5+ invulnerable save. Furthermore, a model with a voltagheist field has the Hammer of Wrath special rule, resolved at Strength 4, and does not suffer the penalty to their Initiative for charging enemies through difficult terrain, but fights at its normal Initiative in the ensuing combat.



    ARMOUR

    FLAK ARMOUR
    Cheap and easy to produce, flak armour comprises several layers of ablative thermoplas materials and impact absorbent carbifibers.

    Flak armour confers a 5+ Armour Save.
    FLESHMETAL
    A iron-hard fusion of muscle, tendon and powered steel, fleshmetal forms a hideous exoskeleton over those Arch-Hereteks whose bodies have melded with their armour.

    Fleshmetal confers a 2+ Armour Save.
    IMPROVISED ARMOUR
    Dark Mechanicum Slaves equip themselves with whatever they can scavenge, and their armour combines sturdy metal plates with reinforced leather and scraps of mesh-cloth. Such a motley provides scant protection at best.

    Improvised armour confers a 6+ Armour Save.
    POWER ARMOUR
    Made from thick ceramtie plates and electronically motivated fibre-bundles, power armour is some of the best protective armour available in the universe. Amongst the ranks of the Dark Mechanicum, it is usually only worn by Heretek's and their most trusted Dark Adepts.

    Power armour confers a 3+ Armour Save.
    PRAETORIAN BATTLE ARMOUR
    Though the torso and head of the Dark Mechanicum's Praetorians hint at their fleshy past, the rest of their frame is a titanium-laced fortress of metal and plasteel that is all but unbreachable by conventional weaponry. In the face of even heavier fire, each Praetorian's cybernetics also incorporates a powerful energy field generator.

    Praetorian battle armour confers a 3+ Armour Save and a 5+ invulnerable save.
    SKITARII WAR PLATE
    The Dark Skitarii are protected by armoured plates designed to be worn for several years at a time. Secreted under a superdermal layer of ceramite alloy are recombinant cells that harness moisture from the wearer and recycle it. This liquid is transmuted into a gelatinous unguent that coats the inside of the suit, preventing the slow abrasion of the wearer’s body whilst affording a measure of protection from the harmful emanations of their weaponry.

    Skitarii war plate confers a 4+ Armour Save.

    Last edited by Fox Of 9; 20-09-2021 at 13:39. Reason: I am an idiot. That is all.

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