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Home arrow Armoury arrow New Weapon Attachments, Upgrades and Munitions
New Weapon Attachments, Upgrades and Munitions PDF Print E-mail
Written by Surrealistik   
Wednesday, 30 July 2008

A series of new weapon upgrades and attachments including Sensor Scopes, Flashbursters, Extended Clips, Weapon Harnesses, Gun Shields, Chain and Power melee weapon upgrades, Slug and Flechette munitions, and more.

New Weapon Attachments:

 Weapon Upgrades/Attachments
 Name  Weight Cost  Availability Upgrade: 
 Sensor Scope  +1 kg  150  Rare  Any firearm.
 Gun Shield  +4/8 kg  50/100  Common  Any Basic/Heavy.
 Lightstick  +1 kg  10  Plentiful  Any firearm.
 Smoke Emitter  +2 kg  50  Scarce  Any Basic/Heavy firearm.
 Weapon Harness  +0.5/1 kg  10-20  Common  Any Basic/Heavy firearm.
 Flashburster  +2 kg  100  Scarce  Any Basic/Heavy firearm.
 Aux GL  +2.5 kg  125  Average  Any Basic/Heavy firearm.
 Extended Clip  1.5x Base  20 per clip  Common  Any clip using weapon.
 Mono Upgrade  +0 kg  50% base  Scarce  See entry.
 Chain Upgrade  2x Base  See entry.  Rare  Any edged melee weapon.
 Power Upgrade  +0.5 kg  See entry.  Very Rare  Any melee weapon.
 Shocking Upgrade
 +0.5 kg
 See entry.
 Scarce  Any melee weapon.

 

 

 

 

 

 

 

 







Sensor Scope:
Effectively an advanced auspex mounted on a gun, the Sensor Scope provides many of the same advantages, in addition to featuring wind and atmospheric readouts, a range finder, capable of precisely dictating the distance to a given target in meters, infra-red detector, and telescopic sight. Using a half aim action prior to firing with any non-inaccurate weapon equipped with a sensor scope negates all distance penalties. Further, penalties on Ballistics tests due to concealment are reduced to -10 as long as the Sensor Scope can properly detect your target. This also provides the typical benefits of a normal auspex when in use. The Sensor Scope counts as a sight. Upgrade: Any firearm.

Gun Shield: Common to the forces of the Imperium, especially popular amongst its fire support teams, gun shields come in all shapes, sizes and materials. Primarily though, they can be found in rifle and heavy variants, and are typically made of thick, reinforced glassteel, which provides excellent protection without sacrificing visibility. In either case, should the gun shield be struck by a source of non-Energy damage while its attached weapon is unbraced, the carrier must make a Strength check or drop their weapon:

Rifle Variant: Designed for rifles, and other medium sized firearms. Provides cover for the arms handling the attached weapon, as well as either the head or body. Assuming it is made of reinforced glassteel, it has an armour value of 6, weight of 4kg, and cost of 50 Thrones. Upgrade: Any Basic weapon.

Heavy Variant: Designed for heavy weapons, such as autocannons and heavy stubbers. Provides full frontal coverage. Assuming it is made of reinforced glassteel, it has an armour value of 8, weight of 8kg, and cost of 100 Thrones. Upgrade: Any Heavy weapon.

Lightstick: Amongst the most basic of attachments, the Lightstick is just what its name suggests; a powerful, rugged halogen light affixed to the barrel mount of a gun, illuminating a 20 meter long cone ahead of the user. A simple toggle button typically positioned near the trigger of the attached weapon serves to control the device. The Lightstick has enough power to last 5 hours before it must be recharged, and can be turned on or off as a Free Action. Upgrade: Any firearm.

Smoke Emitter: Little more than a small weapon mounted armoured gas canister with a togglable distribution valve, the Smoke Emitter is nonetheless an effective tactical device. Used primarily to release Blind Grenade gas to provide cover, the Smoke Emitter is compatible regardless with many other gasses, including deadly or noxious instances. The Smoke Emitter can store only enough gas for a single discharge. Using the Smoke Emitter requires a half action. Note that if the weapon the Smoke Emitter is attached to should be destroyed, it is likely to rupture (roll a d10, any result of 6 or greater results in a breach), with potentially flammable or explosive consequences, depending on its contents. Upgrade: Any basic or heavy firearm.

Weapon Harness: Comprised of durable, heavy duty textiles, the Weapon Harness is an elementary attachment which affords greater ease of carrying, improves weapon accessibility, and can even be used to brace for greater accuracy. Any gun equipped with a weapon harness counts as being effectively 10% lighter for the purposes of carrying. Any successful disarm attempt against a weapon with a worn harness attachment merely results in the weapon falling out of the hands of its user, dangling by its straps where it can be redrawn for a Half Action. Common and inexpensive, the Weapon Harness proves a reliable and worthy investment for any gun enthusiast. It comes in two flavours, a heavy and rifle variant:

Rifle Variant: In addition to the benefits listed above, the Rifle Variant permits its user to stabilize his arm using the straps for a half action (unbracing can be done as a free action), increasing his Ballistics Skill by +5 for all subsequent attacks with the attached weapon until unbracing, and applying a -5 penalty against disarm attempts made against the attached weapon. An arm stabilized in this manner cannot be used for anything except operating its carried weapon. Rifle Variant harnesses are modestly priced at 10 Thrones. Upgrade: Any basic weapon.

Heavy Variant: The Heavy Variant allows its users to fire attached heavy weapons on semi and fully automatic modes without bracing, and to ready them as a half action. The penalty for using Heavy weapon firemodes unbraced is additionally reduced by 10 for users with the Bulging Biceps talent. Because of the additional materials required, this costs, and weighs twice as much as the rifle variant at 20 Thrones and 1 kg respectively. Upgrade: Any heavy weapon.

Flashburster: Tactical debilitation on a stick, the Flashburster is an ultrapowerful, weaponized flashbulb capable of generating an overwhelming burst of light, illuminating, and temporarily blinding anyone within a 15 meter long cone of the device unless they succeed at a Toughness test for 1d5 rounds. For every 5 meters a creature is within this maximum range, the difficulty of this test increases by 1 step. It takes a half round to use the Flashburster, and it may only be employed once before it requires recharging. Upgrade: Any basic or heavy firearm.

Aux GL (Rebalanced and Priced): A small, single-shot version of the regular grenade launcher fitted onto another ranged weapon such as a lasgun, allowing the user to fire a single grenade instead of firing as normal. The added weight and cumbersome nature means that most users rarely bother to reload the launcher once it is expended. An auxiliary grenade launcher can be fitted to any basic or heavy weapon, adding weight as listed in its profile. A character using a weapon with an auxiliary grenade launcher can choose either to fire the launcher, or the weapon it is attached to in their Turn, but not both at once. A half action is required to use the auxiliary grenade launcher. Upgrade: Any basic or heavy firearm.

 

 Name  Class  Range  RoF  Dam  Pen  Clip  Rld  Special  Wt  Cost Availability 
 Aux GL  Basic  45m  S/-/-  *  *  1  Full  Reliable  +2.5kg  125  Average

 

*Damage, Penetration, and additional special qualities are determined by the ammunition (e.g. grenade) fired.

Extended Clip: This is little more than an expanded magazine, allowing weapons using these clips to enjoy a 50% larger ammunition capacity. The weight of a fully loaded Extended Clip is also proportionately greater. Upgrade: Any clip utilizing firearm.

Mono Upgrade (Revised so as to make sense): Mono weapons have specially fashioned blades and tips with superfine edges and points which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration. This cost of this upgrade is equal to 50% of the base price of the weapon to be upgraded. Round all fractional amounts up. Upgrade: Any edged or tipped melee weapon.

Chain Upgrade: Any edged melee weapon, including weapon attachments, can be made into a Chain weapon by attaching a durable motor and rotary chain, thorned with deadly monoblade teeth. A weapon upgraded in this way increases its Damage and Penetration by +2, gains the Tearing quality, loses the Primitive quality and is doubled in weight. The cost of this upgrade is equal to the upgraded weapon's base price squared, plus 50. The benefits of this upgrade do not stack with the Mono upgrade. Upgrade: Any edged melee weapon.

Power Upgrade: Any melee weapon can be made into a Power weapon by means of integrating a power pack and disruptor field generator. A weapon upgraded in this way increases its Damage by +5, Penetration by +6, gains the Power Field quality, and loses the Primitive quality, while adding 0.5 kg to its weight. The cost of this upgrade is equal to 1375, plus 75 times the base cost of the upgraded weapon. Upgrade: Any melee weapon.

Shock Upgrade: Any melee weapon can be made into a Shock weapon by means of integrating a capacitor bank, and power source.The cost of this upgrade is equal to 15 times the base amount, plus 75 Thrones. Upgrade: Any melee weapon.

 

Ammo:
 Name:  Cost/Amount:  Availability:
 Armour Piercing Rounds
 1/10  Common
 Slug Shells
 1/20  Common
 Flechette Shells
 1/1  Scarce
 Obliterator Pack
 4x base/1  Scarce
 Overcharge Pack
 2x base/1  Common

 

 

Armour Piercing (AP) Rounds: Solid projectiles specifically made to penetrate armour, these bullets feature a ultradense monotip of depleted uranium. Consequently, any weapon these rounds are used in gains a +4 bonus to its Penetration, but a -2 penalty to its Damage, as the rounds are more likely to pass through its target than fragment or tumble inside its innards. AP rounds cost 1 Throne per 10 bullets, and may be loaded in any weapon that utilizes bullets.

Slug Rounds: Solid rounds for shell utilizing weapons, Slugs are large, dense, singular projectiles which are more accurate at range than typical Scattershot, and are much better at penetrating armour. Shotguns utilizing these rounds double their Range, and gain a +2 bonus to their Penetration and Damage, but lose the Scatter ability. Slug rounds cost as much as regular buckshot, at 1 Throne per 20 slugs.

Flechette Rounds: A militarized scattershot that utilizes ultrasharp plassteel mononeedles rather than BBs, flechette rounds are much more aerodynamic than their civilian counterpart buckshot, increasing the Range of firearms they're used with by +50%. Further, they feature superior armour penetration, and lethal ballistics, deforming nastily upon infiltrating vital tissues, granting shell utilizing weapons loaded with these rounds the Tearing property, and a +1 bonus to Penetration. (Un)fortunately, Flechette rounds are restricted and hard to find on most planets, making them scarce, costly items. When they can be acquired, they typically sell for 1 Throne apiece.

Obliterator Pack: Somewhere in between a Hotshot Charge and a simple Overcharge Pack, the bulky Obliterator Pack dramatically increases the punch of any Las weapon it's used with, consolidating incredible amounts of power that it then redirects into the focusing array, although sometimes with disasterous results, and ones that are always stressing on the weapon. The Obliterator pack doubles a weapon's damage and penetration, though halves its shot capacity, and causes it to gain the Recharge quality. You may choose to waive the firing prohibitions of the Recharge quality for an attack in exchange for the attached weapon decrementing its Reliability by 2 degrees, and gaining the Overheat property over the same duration. An Obliterator Pack costs and weighs 4x the amount of a regular charge pack.

Overcharge Pack (Rebalanced): Increases the damage and penetration of the attached weapon by +50% (round to the nearest whole number) or 1, whichever is greater, but halves its ammo capacity, and decreases its Reliability by 1 degree. An Overcharge Pack costs and weighs 2x the amount of a regular charge pack.

 

Shameless Plug: If you liked this content, you may well appreciate another I've authored that encompasses (relatively) realistic wounding and injury, and/or my rules that deal with armour and cover degradation.

Comments
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Sindael   | Registered | 2008-09-08 08:11:51
avatar A, I like this... Already after my first session some of the players requested upgrades for their weapons but I couldn't find all of them so had to come up with some rules. I've copied these (if needed credit goes to you of course) and might just use them once. Thnx B)
Noloxs   | Registered | 2008-10-26 14:20:39
avatar Really nice stuff.. this is some great work, Dark Heresy needs the armoury upgrades..
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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