This is a fansite for the roleplaying games Dark Heresy and Rogue Trader by Fantasy Flight Games and for 40k roleplaying in general. This website is completely unofficial and in no way endorsed by Games Workshop or Fantasy Flight Games.
An extremely rare form of weapon that can only be wielded by those that created them the Big Mek themselves. They are extremely unpredictable and can not only result in devastation to the enemy but to the unfortunate souls around the gun and the user themselves. In melee combat it counts as a power weapon with the two handed quality with a penetration of 6 and a damage of d10+3 (+wielders own strength).
Terminator Armour or Tactical Dreadnought Armour is the toughest and
most powerful form of personal armour humanity has ever developed. The
scarcity and expense to maintain Terminator suits means they are
available only to the elite troops from the veteran companies of the
Adeptus Astartes Space Marine Chapters.
Terminator suits, similar to power armour, have an outer shell of
ceramite bonded plates powered by electrically-motivated fibre bundles.
Plates of heavy plasteel further armour the ceramite sections,
especially on the front of the suit. External adamantium ribs support
the immense weight of the armour.
A pair of vehicles I have created for Dark Heresy games. The Siegfried is taken from the Swordwind expansion for the Epic Armageddon game, while the Pachyderm is of my own invention. my thanks to FFG for creasting an excellent game, to Dark Reign for an equally good fansite and especially to all those involved in the Apocryphy:Vehicles expansion posted on this site for inspiration. Standard Disclamer applies.
I have been using different rules for plasma weapons that in my mind represent their abilities as high powered weapons that can do alot of damage to things like Space Marines. I also felt that thier weapon qualities didn't really suit their background so I have removed them and given them a new quality called plasma which allows you to ignore the recharge turn but gain the Overheat rule unless the weapon is poor quality in which case it basically reverts to the normal plasma weapon rules.
The light stubber is basically a 40k version of the M249 SAW, it has 200 round box ammo and a rule that adds to its suppresive fire capabilities making it a useful support weapon for starting acolytes.
Given that my players are all emperor fearing good citizens of the
imperium, they feel that it is their religious duty to carry charms.
Actually, their morals range from "big guns good" to "kill kill kill
the heretics" to "xenotech? gimme gimme gimme!" and they carry charms
because they want some kind of protection from the gm.
Power weapons are some of the most respected and sought after weapons in the Imperium. They can come in all shapes and sizes, most fall into one of a few different categories but there are some lesser know types that are in widespread use. This is selection of some of the more well known and indeed infamous weapons.
The Department Munitorium has a duty to arm the vast forces of the Imperium for an near infinite number of situations. To such ends they have a great number of specialist grenade types. Some are created on specialist forge worlds over periods of months while others are produced in batches of thousands on hive worlds.
The attached rules includes a list of grenades not found in the Dark Heresy Main rule book or the Inquisitors Handbook including a few optional rules regarding weapon quality upgrades. Some of the grenades listed are ridiculously OP for normal games but might be included as a GM as plot devices or in higher powered games.
Thanks to Gregorius21778 on the FFG forums for assistance with many of the rules.
From a gamemasters
standpoint, originally this was created to serve as a drug to tailor to
the needs of one of my players who is interested in combat drugs for
his character, but didnt see many he wanted, so when he asked for me to
design something that helped him fight more 'agile in combat' this is
what i came up with, just the other day infact.