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I've been running 'Purge the Unclean', which I
really really like, but i'm intrigued with the Adranti. They're
mentioned in the beginning of the series arc, but aside from their
secrets being mentioned (almost in passing) by the Oracle at the end of
the first story in 'purge', the series doesn't seem to pick up with
them any more and focuses on the Serrated Query. I know there's mention
of them in the 'back story' timeline but even there, details are
sketchy.
So I pondered and pondered and pondered.....and I decided to start mucking about with the concept of the Adranti.
Here's what I know:
They were a technologically advanced culture of humans.
They made extensive use of cybernetics.
Their technology somehow involved the use of the warp.
The adeptus mechanics REALLY did not like them.
They and their entire empire were obliterated from orbit.
Since there isn't much in game material actually mentioned about the
Adranti, I decided to do what any GM does in this situation - make
things up! So here goes:
The vomit gun is essentially a flamer, but rather than use something as
basic as flame, the gun uses arcane techno-wizardry to draw upon the
power of the warp and filter the essence of disease, foulness and
corruption to bring down it's foes. In effect, the gun briefly channels
the vomit attack of a plaguebearer (main rulebook, pg 354). It can be
adapted to use standard imperial energy clips.
Special: this weapon is FOUL! Long term users tend to suffer from
various kinds of nasal infections and/or skin lesions. Continued use of
this weapon is a constant source of Corruption tests. attempting to
adapt it or fathom it's secrets is an automatic insanity check as well.
Having this weapon in your possession is cause for immediate and
extreme Imperial sanction!
Aethernet Node:
Using a combination of Adranti warp technology and Imperial long
distance Vox technology, this device can be attached to a modified Vox
device to send and receive WARP based messages! It was the Adranti
answer to Astropaths. The sphere is small, perhaps the size of a
baseball. featureless and made of a grayish and lusterless metal.
several wires trail from the bottom of the sphere and can be adapted to
fit most standard vox units. attempts to dissect it (or just piercing
the sphere) cause the device to quietly dissolve into an odd smelling
grey mist.
Use of this unit is profoundly heretical! In addition, long term use
tends to drive it's users insane, as listening to 'warp static' isn't
exactly good for ones mental stability. every 4 hours of use the user
accumulates 1d5 insanity points.
Corinite crystal
What the Adranti called these devices has been lost to time. Flavia
Corinite found this crystal while looting an abandoned ruin on some
nameless asteroid in the Grangold system and to date it is the only one
currently known to exist. This crystal (for lack of a better term)
appears as a multi-faceted chunk of clear crystalline substance. In the
center of the crystal is a burning flame (colorsare rumored range from
bright silver to an eerie green - the corinite crystal is a brilliant,
vibrant yellow/green). There are no picter files of the crystal, as any
attempt to record the crystal via technological means only produces
smudged and blurry files. The crystal itself has proved entirely
resistant to any attempts to chip or pierce it's internal workings.
What it does:
None now alive know how the Adranti did it, but each crystal has a tiny
amount of the immaterium trapped within it. The crystal matrix in which
this bit of immaterium is suspended acts as a filtering and focusing
device and makes the crystal into a source of clean, inexhaustible
energy. It is possible to construct an adapter and use this crystal to
power.....anything. lasguns, plasma cannons, warlord titans - this
construct can power *anything*. As wonderful as this is, the crystal is
sought by rogue psyker and cultists alike for another and perhaps
unintended use: it acts as a unique psy focus. aside from the standard
+10 bonus to invocation tests, this device allows sorcerers, psykers
and cultists to draw more power from the warp than would otherwise be
possible. when using the crystal in conjunction with any psychic power
or sorcery, the user can allocate as many additional dice as they wish
(up to their Psi rating) to their psychic test. HOWEVER - if they
allocate more than one additional die, the user automatically makes a
roll on the 'perils of the warp' charts. For every additional die over
the first, they get +10 on their 'peril' roll. Also, channeling warp
power in this manner is extremely corrupting to the user! they
automatically get 1d5 corruption points and 1d5 insanity points EVERY
time they do this!
Adranti goggles:
These devices are a pair of sleek goggles - the lenses are the key.
Impregnated with the essence of the warp, they allow their wearer to
easily diagnose damaged machines, adding +10 to Tech use and any repair
rolls on any technological equipment. Additionally, the goggles can be
boosted by a psyker to grant them temporary use of the 'soul sight'
divination power. It automatically succeeds with one degree of success.
However - the user must make a Hard willpower roll to avoid seeing
something that Man Was Not Meant To Know. failure results in 1d5
insanity points.
User with psy rating of 2: they roll 2 dice (their normal
allotment). They've got the crystal tho - so they can add 2 MORE dice
to their test. if they roll 3 dice, they just have worry about
corruption and insanity points. If they roll 4 dice, they get
corruption, insanity AND an automatic peril roll.....but they can roll
up to 4 dice.