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Home arrow Armoury arrow Weapons and Armour arrow Electrocoil and Particle Beam Rulesets and Weaponry
Electrocoil and Particle Beam Rulesets and Weaponry PDF Print E-mail
Written by Surrealistik   
Thursday, 24 July 2008

Electrocoil and Particle Beam Rulesets and Weaponry.

Additional General Weapon Properties:

Powerful Recoil: Weapons with this property always count as Heavy weapons for the purposes of using their automatic modes, and must always be used two handed by anyone with a Strength bonus of less than 4. They cannot be used by anyone with a Strength bonus of less than 3.

Immense Recoil: Weapons with this property must always be used two handed by anyone with a Strength bonus of less than 6. They cannot be used by anyone a Strength bonus of less than 4. Further, any weapon with this property always count as Heavy for the purposes of using any of their firemodes.

Any standing user of an undeployed Immense Recoil weapon must make a successful Very Hard (-30) Strength check or be blown back 1 meter for every degree of failure, and knocked prone. Users blown back in this way that are stopped by some object receive 1d5 Primitive Impact damage for every meter they have remaining to travel. The blocking object is dealt an equal amount, and must make an Agility or Strength (whichever ability is greater) check to avoid falling prone, with a difficulty modifier equal to 10 times the number of damage dice. 

Example: If a cultist is dealt 2d5 Primitive Impact damage due to another cultist colliding with him, the check to remain standing is Hard (-20), as two damage dice are involved.

The check to avoid being blown back is merely Hard (-20) for crouching users. Users with the Bulging Biceps talent reduce the check's difficulty by 10. For every 50kg the user weighs (equipment included) above 100kg the difficulty of the check is reduced by 10. For every 50kg the user weighs below 100kg the difficulty of the check is increased by 10.


Particle Beams (PB): Particle beam weaponry is easily amongst the most advanced in the known universe, consisting of an ultraminaturized cyclotrons and advanced focusing apertures that accelerates a stream of neutrons to relativistic velocities, then discharges them in a coherant ray. The effects of these weapons are phenomenally devastating, and pound for pound they exhibit unmatched destructive power, supercharging and heating the target with explosive, and invariably terminal results.

Unfortunately, these weapons, much like most instances of the plasma series, require time to recharge. In addition, particle beam weapons feature incredible recoil. Further, these weapons tap out their specialized power sources quickly as they demand unfathomable quantities of energy.

The power packs required for particle beam weaponry are themselves phenomenal technological masterpieces easily eclipsing that of the implements they fuel. Those few with the intellectual capacity and tools to analyze them have discovered they seemingly draw immense quantities of electrical power from a minute extradimensional siphon, or more colloquially, a portal. While theoretically unlimited power could be derived by this method, practically the units tend to fail after certain quantities of power are drawn through them. Though the exact source of the tremendous energies drawn through these packs is unknown, leading Tech Priests theorize that the Warp itself is tapped by these near-miraculous devices, making them potentially heretical and highly dangerous. It should be noted that only these specialized packs will work with particle beam weapons; all other man portable power sources simply cannot provide nearly enough energy for their operation.

Needless to say, particle beam weapons and their power packs alike are exceedingly rare and prohibitively expensive.


Particle Beam Properties:

Overcharge: Any target destroyed or slain by a particle beam is overcharged with a violent riot of energy, resulting in a deadly explosion. Everything within 3 * X meters of the destroyed target takes Xd5 Explosive damage, where X is equal to its size category. Note that particle beams can and will do signifigant collateral damage by detonating inanimate objects.

If a particle beam deals damage equal to twice the protective value of any equipped armour, that armour explodes, dealing damage as per above. Further, unless the armour can somehow compensate for the intense heat it conducts while overcharged, its wearer takes half the damage it absorbs.

If the target of a particle beam is or is wearing anything flammable, and suffers at least one wound from it, he must make a Hard (-20) Agility test to avoid catching fire.


Particle Beam Weapons:

Name: Providence PB Pistol   Type: Pistol (PB)
Firemodes: S/-/-    Damage: 3d10 + 10 E     Penetration: 4     Range: 40m
Clip Size: 5 Reload Time: Full Round
Properties: Powerful Recoil, Overcharge, Recharges
Weight: 2 kg Cost: 2,000 Thrones Availability: Very Rare

Name: Judgement PB Rifle   Type: Basic (PB)
Firemodes: S/-/-   Damage: 5d10 + 15 E     Penetration: 6     Range: 130m
Clip Size: 5 Reload Time: Full Round
Properties: Immense Recoil, Overcharge, Recharges
Weight: 3 kg Cost: 3,000 Thrones Availability: Very Rare

Name: Judgement PB Rifle S-Class Variant Type: Basic (PB)
Firemodes: S/-/- Damage: 6d10 + 20 E Penetration: 12 Range: 200m
Clip Size: 3 Reload Time: Full Round
Properties: Immense Recoil, Overcharge, Recharges, Accurate, Telescopic Sight (Infra-red), Laser Sight
Weight: 5 kg Cost: 5,000 Thrones Availability: Very Rare

Name:Godsmite PB Cannon  Type: Heavy (PB)
Firemodes:S/-/-    Damage:10d10 + 20 E     Penetration:15     Range: 650m
Clip Size: 1 Reload Time: 2 Full Rounds
Properties: Immense Recoil, Overcharge, Recharges
Weight: 40 kg Cost: 7,000 Thrones Availability: Very Rare

Ammo: Based on incredibly advanced Dark Age technology, these packs hint strongly at the nature of that era's undoing. Potentially heretical, these are almost exclusively found on the black market; that is, if they're available at all. 500 Thrones per disposable charge pack. These have an availability of Very Rare.


Electrocoil (EC) Weaponry:

Electrocoil weaponry operates through the principle of using electromagnetic coils to accelerate a projectile, either conducting, or contained within a conducting sabot to hypervelocities, up to several kilometers per second. Consequently, the superior muzzle velocity afforded by this medium of acceleration results in much greater penetrative and stopping power than conventional projectiles, solid, or bolter which travel at mere supersonic speeds.

Unfortunately, the substantial increase in projectile velocity also means incredible recoil. While Electrocoil weaponry is superbly accurate, the discharge of its projectiles features astounding kickback, making unbraced automatic fire with such weapons unthinkable. Furthermore, they undergo a great deal of stress upon firing, due to the strong electromagnetic fields that attempt to push its coil array apart. This requires that each coil have substantial, heavy bracings. The bulk of these firearms is further embellished by the need for large power alternators.

With respect to ammo, in addition to requiring solid conductive 'spikes', Electrocoil weapons must be energized with specialized back-mounted powerpacks weighing 5kg, each of which cost 1000 Thrones. These powerpacks provide enough energy for 30 'clips'. Though they can use conventional Las packs, these permit Electrocoil weapons to only fire half their normal allowance of shots (round down) before the packs are exhausted.

Ultimately, while highly lethal, Electrocoil weapons are cumbersome, bulky weapons best suited to stronger combatants.


Electrocoil Weapons:

Name: C12 Staker Electrocoil Pistol Type: Pistol (EC)
Firemodes: S/-/-    Damage: 2d10 + 5 I     Penetration: 6     Range: 60m
Clip Size: 5 Reload Time: Full Round
Properties: Powerful Recoil
Weight: 5 kg Cost: 5,000 Thrones Availability: Very Rare

Name: MK2 Impaler Electrocoil Rifle Type: Basic (EC)
Firemodes: S/3/5    Damage: 2d10 + 3 I     Penetration: 6     Range: 250m
Clip Size: 15 Reload Time: Full Round
Properties: Powerful Recoil
Weight: 15 kg Cost: 10,000 Thrones Availability: Very Rare

Name: MK2 Impaler Electrocoil Rifle S-Class Variant Type: Basic (EC)
Firemodes: S/-/- Damage: 4d10 + 10 I Penetration: 12 Range: 400m
Clip Size: 5 Reload Time: Full Round
Properties: Powerful Recoil, Accurate, Telescopic Sight (Infra-red), Laser Sight
Weight: 20 kg Cost: 12,000 Thrones Availability: Very Rare

Name: M24 Crucifier Electrocoil Cannon  Type: Heavy (EC)
Firemodes: S/-/-    Damage: 6d10 + 20 I     Penetration: 20     Range: 1000m
Clip Size: 3 Reload Time: 2 Full Rounds
Properties: Immense Recoil
Weight: 60 kg Cost: 15,000 Thrones Availability: Very Rare

Ammo: While Electrocoil rounds are rare, they are relatively simplistic to manufacture, and the materials required for their construction are reasonably abundant, thus 1 Throne purchases 5 Electrocoil spikes. These have an availability of Scarce.

Comments
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Jas   | Registered | 2008-07-28 01:20:54
avatar Powerful Recoil and Immense Recoil:
I think you should change the minimum strength to a minimum strength bonus (or strength + Toughness bonus), so creatures like Space Marine with their Unnatural attributes could more easily handle these behemoth weapons.

Typically, these weapons must be braced, like on a tripod, and have the Recharge trait. Requiring a strength to shoot it, especially when they can only fire once every other round, seems silly to me.

Powerful Recoil states states all weapons with this trait are counted as Heavy Weapons, but Immense Recoil does not. Is this a typo, or intended.

Particle Beam Weapons: the mechanic for the exploding target is too complicated. I wouldn't want to bust out my calculator every time one of the heroes aces a bad guy, just to see who gets caught in the explosion. Might be better to say there is a 15 meter blast for atomizing a human-ish target. And I have no idea how to figure the damage of the explosion ("1d10 + 1Xd10 X damage, where X is..." so with 100 kilo person does 1d10 plus 2d10 explosive damage...I think). I also would not want to look up the weight of each and every target plus all his gear. Why not just call it 2d10 for a human-ish target?

Wait, you have a weapon that kicks back so hard it counts as a heavy weapon, and it's a pistol? That's not right.

All in all, considering the damage these puppies do, and at what range, they far exceed base weaponry in the book (that's the intent, I think, so not an issue). But they, by their traits, strike me as anti-vehicle weaponry, and should be at least rifle sized. If you are hunting vehicles, dreadnoughts, and the like, you're not packing a pistol.

It's not like your going to try and get into hand to hand combat with a Land Raider, after all.

OH, and I like to hear more machine spirit stuff, and less actual science. More Warhammer 40k that way.

Other than these things...not too bad.
Surrealistik   | Author | 2008-07-28 10:26:17
Quote:
I think you should change the minimum strength to a minimum strength bonus (or strength + Toughness bonus), so creatures like Space Marine with their Unnatural attributes could more easily handle these behemoth weapons.


Good idea. I had forgotten about the Unnatural properties. Amended.


Quote:
Typically, these weapons must be braced, like on a tripod, and have the Recharge trait. Requiring a strength to shoot it, especially when they can only fire once every other round, seems silly to me.


Well, a weakling *could* squeeze off that first shot, but likely at the expense of his arms, if not his life. Perhaps permitting it would be best, thus allowing a character to possibly save himself at a cost if in desperate circumstances by unsafely using one of these weapons. Even with a tripod, this is some very serious kickback we're talking about.


Quote:
Powerful Recoil states states all weapons with this trait are counted as Heavy Weapons, but Immense Recoil does not. Is this a typo, or intended.


Typo. I forgot to include that weapons with Immense Recoil count as Heavy weapons for *all* firemodes.


Quote:
Particle Beam Weapons: the mechanic for the exploding target is too complicated. I wouldn't want to bust out my calculator every time one of the heroes aces a bad guy, just to see who gets caught in the explosion. Might be better to say there is a 15 meter blast for atomizing a human-ish target. And I have no idea how to figure the damage of the explosion ("1d10 + 1Xd10 X damage, where X is..." so with 100 kilo person does 1d10 plus 2d10 explosive damage...I think). I also would not want to look up the weight of each and every target plus all his gear. Why not just call it 2d10 for a human-ish target?


Clarified and simplified the rules. The explosive damage and aoe now depends only on the size of the target.


Quote:
Wait, you have a weapon that kicks back so hard it counts as a heavy weapon, and it's a pistol? That's not right.

All in all, considering the damage these puppies do, and at what range, they far exceed base weaponry in the book (that's the intent, I think, so not an issue). But they, by their traits, strike me as anti-vehicle weaponry, and should be at least rifle sized. If you are hunting vehicles, dreadnoughts, and the like, you're not packing a pistol.


On the otherhand they can be easily concealed, permitting immense firepower, in a small, relatively inconspicuous package. For typical assassination missions, you might justifyably argue this is overkill, but that kind of firepower may well come in handy as a fallback when attempting to extract from a heavily fortified area. However, I definitely am swayed enough to downgrade the particle beam pistol's recoil to Powerful.


Quote:
OH, and I like to hear more machine spirit stuff, and less actual science. More Warhammer 40k that way.


Sure. I'll revise some of the fluff.
evilscary   | Author | 2008-08-03 08:19:44
avatar Do you realise that 'guass' tech is already in the 40k universe?

It's nothing like real guass tech, but the name is already in use.
Surrealistik   | Author | 2008-08-04 13:21:33
Oops. Yeah, forgot about them there Necrons. I'll redub the weapon tech.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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