RogueScholar And The Arsenal of Ridiciousness
So, this will be an accutal productive Blog Post. Here I present my own rendition of various weapons including many Xenos and Exotic weapons that haven’t been given a Dark Heresy stat line and several new patterns and models of standard weaponary.
++ Las Weapons ++
Tanith “Ghost” Lasgun (Basic) – Very few of these have found there way out of the 1st Tanith Regiment under command of Ibram Gaunt. The few that have been recovered and found in the Calixis sector are indeed a rare sight and weapon to behold. Two of the most distinct features of the Tanith pattern is the unregulated capacitor allowing for full automatic fire from a lasgun if need be, the other being a built in two times magnifier scope allowing Guardsmen to also place accurate single shots upon a target.
Range: 120m RoF-S/3/6 Damage: 1D10+4 E Pen:0 Shots: 40 Reload:Full Traits: Reliable, Scope Weight: 4 Kg Price: 150 Availability: Scarce
Krieg "Martyrdom" Lasgun (Basic) - Carried into battle by the famed Death Korps of Krieg these rifles operate in a much higher megajoules range then the standard issue las gun giving them tremendous stopping power but lack the extended charge of other patterns, These weapons have additional heat rings and sinks to vent the extra heat generated by the additional power. Because of this the Martyrdom Pattern Laguna strains the charge pack these weapons have a very limited capacity compared to there counterparts.
Range: 120m RoF-S/2/- Damage: 1D10+5 E Pen:0 Shots: 25 Reload:Full Traits: Reliable Weight: 4.5 Kg Price: 180 Availability: Scarce
Deltan Arms HL-21J Mk II "Torrent" Assault Lasgun (Basic) - Only a handful of these weapons have ever been constructed before the Deltan Arms manufactorum was destroyed by the Deltan Revolt. Packing a specialized heat resistance tri-rotary barrel and drawing upon not one but two power packs to feed the tremendous power require for the weapon. The "Torrent" has gangrened the attention of being compared to a miniature version of a Multi-Laser then a Lasgun by thoughs who wield it or have been on the other end of it.
Range: 90m RoF-S/3/10 Damage: 1D10+4 E Pen: 0 Shots: 60 Reload: 2Full Traits: - Wight: 5.5 Kg Price: 600 Availability: Very Rare
Golgotha Arms K-7G "Hydra" Scatter Las (Basic) - These weapons manufactured upon the planet Golgotha utilize a specialized lens assembly allowing the focusing beam to fire a spread several smaller las bolts in a shotgun blast, surpassing most solid projectile shotguns in its range. The “Hydra” does possess a single down fall its lenses can not withstand rapid firing so a special cooling system that prevents sustained firing virtually locks the user out from firing the “Hydra” to prevent damage to the weapon itself. A Tech-Use -20 Skill Check or a Trade Gunsmith -10 Skill Check can be made to over ride the system, which replaces the Recharge trait with Overheat.
Range: 50m RoF- S/3/- Damage: 1D10+4 E Pen:0 Shots: 20 Reload:Full Traits: Scatter, Recharge* Weight: 4 Kg Price: 650 Availability: Rare
++ Solid Projectile ++
SKK-100a " Viper" Autogun (Basic) - A common mercenary weapon employed on hundred if not thousands of world from Imperial to Pirate and even have been found in hands of lesser Xenos races such as the Kroot or Hrud. Generally seen as lacking more shot then a full sized Auto gun or Slug Thrower the Viper is designed to operate in the Void environment without flaw where other weapons of this type run into trouble.
Range: 75m RoF-S/3/10 Damage: 1D10+2 I Pen:0 Shots: 20 Reload:Full Traits: Void Capable Weight: 2.5 Price: 200 Availability: Common
SKK-100s "Rattler" Autogun (Basic) - The Rattler is a highly modified version of the Viper, employed only by highly paid or well-funded group such as Rogue Traders or Mercenary units, keeping it away from the general public. The Rattler gained much of its notary from the 110th Skorpios Imperial Guard regiment for its covert actions during there campaign in the Mercuios Asteroid Belt due to its built-in sound suppressor and like all SKK Auto guns the Rattler is Void capable.
Range: 75m RoF-S/3/10 Damage: 1D10+2 I Pen:0 Shots: 20 Reload:Full Traits: Suppressor, Accurate, Void Capable Weight: 2.5 Kg Price: 300 Availability: Scare
SKK-101 "Adder" Autogun - Another mercenary favorite, the Adder is a upgraded variant of the Viper used for fire support. Adder is also capable of fully Void capable.
Range: 100m RoF-S/3/- Damage: 1D10+2 I Pen:0 Shots: 10 Reload:Full Traits: Accurate, Telescopic Sight, Supressor, Void Capable Weight: 3.5 Kg Price: 250 Availability: Uncommon
Crytian Arms "Maelstrom" Rotary Cannon (Heavy) - Able to cut a swathe into personal and even unarmored vehicle the rotary cannon unlike a Heavy Stubber is more reliable utilizing a powered feed instead of relying on the weapons own gas to cycle the rounds pass, meaning if a mis-fire or dud was to pass thru the rotary cannon it would merely be spit out of breach to cycle a new round. The weight is considerably more then a Heavy Stubber and its difficult to fire when in the prone positions but many mercenaries and corsairs use the weapon in close range boarding actions. Player’s using the Rotary Cannon suffer -30 to BS when firing prone. A backpack and feed line may be purchased for additional 100 thrones increasing weight by 6 Kg and doubling the ammunition capacity.
Range: 80m RoF- -/-/10 Damage: 1D10+4 I Pen:0 Shots: 60 Reload: 2Full Traits: Inaccurate, Reliable Weight: 40 Kg Price: 800 Availability: Rare
++Exotic++
For ExoticWeapons to make them alittle more specific when dealing with them. I would put them in as a Elite Advances around Rank 6-7 at 300 XP for each type (Pistol, Basic, Heavy, Melee). This represents that many of these weapons are not designed for usage by humans since they where built by aliens or they require specialized training in there usage and even then safety isn’t entirely guaranteed.
Hrud Fusil (Basic) – A weapon built by the nocturnal Xenos Race that the Imperium has been locked in combat with for thousands of years. Built upon principles of an unknown Warp based plasma ammunition which has baffled even the most expert Ammunition Magos of the Adeptus Mechanicus as the Hrud Fusil is able to knock out even Terminator clad Astartes with a single shot. When rolling damage a roll of 9 or 10 the Hrud Fusil is granted the Warp Weapon Trait. * The Righteous Fury attack is not granted the Warp Weapon Trait only the the original attack*
Range: 130m RoF- S/-/- Damage: 1D10+6 E Pen: N/A Shots: 10 Reload: 2Full Traits: Recharge, Overheat Weight: 6 Kg Price: 15,000 Availability: Rare
Neural Shredder (Pistol)– An extremely rare weapon which can render even the strongest individual to a pitiful dumb founded soul in a single blast. Using an variable frequencies of sonic and ultra sonic sound waves the Neural Shredder bombards thoughs hit with a terrorible sound borne assault attacking the brains waves themselves . When firing a Neural Shredder utilize the Flame Weapon rules as in the Dark Heresy Core Rulebook. Any targets who are hit must pass a WP Test plus 10 for every point of armor upon there head location or suffer D10 points of Will Power, Intelligence and Perception plus an additional point per every Two Degrees of Success failed by. A Second AG Test is not needed as a Neural Shredder does not lite people on fire, least to my knowledge. Rolling a 94-00 means that the user is also hit.
Range: 30m RoF- S/-/- Damage: N/A Pen: N/A Shots: 5 Reload: 2Full Traits: Recharge Weight: 3 Kg Price: 25,000 Availability: Very Rare
Xenarch Death Arc (Basic) – For hundreds of years the Adeptus Mechanicus has tried to unravel this mystery of the Xenarch electrical weapon known as the Death Arc. Utilizing a charge cell and capacitor far beyond that of las weaponry the Death Arc whips megajoules of energy in great arcs before striking all at once in a single focal point vaporing there target a shockingly powerful blast. For every hit inflicted upon a character by the Death Arc combine there damage to a single location.
Range: 40m RoF- -/-/6 Damage: 1D10 E Pen:0 Shots: 24 Reload: 2Full Traits: - Weight: 6 Kg Price: 20,000 Availability: Very Rare
C’Tan Phase Weapon (Melee) – Recovered by agents of the Ordos Xenos from tombs worlds, from what was thought to be the long extinct race that once dominated the galaxy sixty billion years ago, that has recently reappeared. The C’Tan Phase Weapons are comprised of accutal Necrodermis a form of living metal that renders all forms of physical armor protection completely useless and to make matters worse even thoughs of personal force fields are rendered powerless to stop the strike of a C’Tan Phase Weapon in its tracks. All C’Tan Phase Weapons are considered Best Quality weapon of there type and these additional changes are made. C’Tan Phase Weapons do not count as Primitive, change the damage type to Enegry, Add +5 to all Critical Wound damage, and All Armor Bonus from Armor or Force Fields are considered to be 0 for proposes of damage from a C’Tan Phase Weapon.
Damage: Enegry Pen: N/A Traits: As Weapon Weight: As Weapon Price: 45,000 Availability: Very Rare
Hadioken Neuro Star (Melee) – These vicious weapons which resemble small metallic discs have been known to even with the slightest scratch disrupt the nervous system of there target with powerful muscle spasms and seizures. Hadioken Neuro Stars return at the end of the turn to the wielder if they do not strike there target, a BS roll of 94-00 results in the Neuro-Star hitting the wielder upon return. Hadioken Neuro-Stars can also be wielded in Melee combat with the same profile.
Range: 5m Damage: 1D5+1 R Pen: 2 Traits: Shock, Mono-Edged Weight: .5 Kg Price: 600 Availability: Very Rare
Galthie Lacerator (Melee) – Wore over the fists akin to brass knuckles these hand held blades fashioned by the inhabitance of the Oenorian Inner System flense and sheer pass exposed flesh with ease. When attacking with a Galthie Lacerator every Two Degrees of Success will generate an additional hit to the maximum of Three hits. (This can be used in combination with melee talents to generate a staggering amount of hits.) While wielding a Galthie Lacerator nothing esle can be held in that hand, and any skills requiring the usage of the hand are taken at a -20 penatly.
Damage: 1D5+2 R Pen: 2 Traits: Fast, Mono-Edged Weight: 2 Kg Price: 700 Availability: Very Rare
Scythian Venom Talon (Melee) – Brandished by a race of insectiod warrior monks the Scythian Venom Talon, carried coiled around the wrist the Scythian Venom Talon within a the blink an eye can spring into action as the wielder merely flicks there wrist unsheathing the blade to quickly strike in a lighting quick strike that leaves there victimn infused with the deadly toxins.
Damage: 1D5+2 R Pen: 2 Traits: Fast, Mono-Edged, Toxic Weight: 1.5 Kg Price: 900 Availability: Very Rare
Might want to refresh, if you recently viewed this. Had the wrong draft up, had to correct a few minor errors. Sadly, I didn’t catch them when original posting this.
Sorry for the trouble.
~Rogue Scholar~
I like the las weapons variants. In fact I ike all of them. I’m going to use these in my games.