Adeptus Mechanicus Armoury

By phantam23, in Dark Heresy House Rules

A series of weapons from the new Skitarii and Adeptus Mechanicus document I I scrounged up from the internet and homebrewed for an upcoming Mechanicus focused campaign.


https://www.dropbox.com/s/8ic8jfvj8vbu0rk/Mechanicus%20Armoury.xlsx?dl=0

Feedback is appreciated.

Edited by phantam23
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Whoops, should be fixed now.

Things look good for the most part. A lot of these are more rare than I expected, but I'm guessing that's due at least in part to the AdMech guarding its toys?

-Are you sure the Plasma Culverin is supposed to be Basic and not Heavy? It's on par with actual Plasma Cannons in RT/DW/BC.

-The Galvanic Rifle doesn't need to be Auto-Stabilized, since that only makes a difference for Heavy weapons.

-I'm guessing the Radium weapons are using the Irradiated property from Tome of Decay? If so, you'll need to specify a value for it. (The same goes for Toxic and Concussive.)

-What do the Disintegrate/Fast weapon properties do?

-Dissonance is somewhat redundant so far as weapon properties go, as you could likely just specify Vengeful (8). Or were you referring to the total damage after modifiers? (If so, ouch.)

-The Neurostatic Broadcaster has no listed effect.

-You'll probably want to declare an action to use a Data-Tether. Even if it's a free action, you'll still want to limit things somewhat so the PCs are just getting +30 to hit in sequence.

-The Anchors have no listed value for their bonus.

These otherwise look pretty good; you've just got a few details to iron out.

Looks good so far. You should expand this a bit to include some basic AdMech troops.

Interesting, if you could give some descriptions to the weapons (I suppose these are all weapons possible to found in the codex skiitarri), it could be nice.

Things look good for the most part. A lot of these are more rare than I expected, but I'm guessing that's due at least in part to the AdMech guarding its toys?

-Are you sure the Plasma Culverin is supposed to be Basic and not Heavy? It's on par with actual Plasma Cannons in RT/DW/BC.

-The Galvanic Rifle doesn't need to be Auto-Stabilized, since that only makes a difference for Heavy weapons.

-I'm guessing the Radium weapons are using the Irradiated property from Tome of Decay? If so, you'll need to specify a value for it. (The same goes for Toxic and Concussive.)

-What do the Disintegrate/Fast weapon properties do?

-Dissonance is somewhat redundant so far as weapon properties go, as you could likely just specify Vengeful (8). Or were you referring to the total damage after modifiers? (If so, ouch.)

-The Neurostatic Broadcaster has no listed effect.

-You'll probably want to declare an action to use a Data-Tether. Even if it's a free action, you'll still want to limit things somewhat so the PCs are just getting +30 to hit in sequence.

-The Anchors have no listed value for their bonus.

These otherwise look pretty good; you've just got a few details to iron out.

Thanks for the feedback, I've fixed the various errors though I wasn't able to find the Vengeful quality in any of my books, unless I've simply missed it.

The Disintegrate and Fast weapon properties were me using qualities from the first edition of Dark Heresy. Fast incurs a -20 penalty to parry the attack and I've removed Disintegrate because I can't seem to remember what it did.

Looks good so far. You should expand this a bit to include some basic AdMech troops.

Once I've gotten down all the non-unique wargear and weapons from the two AdMech codices, I intend to try and stat up the Servitors, Vehicles and possibly even the Skitarii/Mechanicus troops themselves.

The Disintegrate and Fast weapon properties were me using qualities from the first edition of Dark Heresy. Fast incurs a -20 penalty to parry the attack and I've removed Disintegrate because I can't seem to remember what it did.

Disintegrate made any hit with rigtehous fury a complete fatal blow (the character would fall to dust). Slaught weaponry had this attribute. When they got necron weapons in other lines, they put them vengeful trait, even if disintegrate would have been a very fitting trait. Probably because it was too violent.

Thanks for the feedback, I've fixed the various errors though I wasn't able to find the Vengeful quality in any of my books, unless I've simply missed it.

The Disintegrate and Fast weapon properties were me using qualities from the first edition of Dark Heresy. Fast incurs a -20 penalty to parry the attack and I've removed Disintegrate because I can't seem to remember what it did.

Vengeful shows up in Dark Heresy 2E Core, on page 150. As for Disintegrate, apparently that killed you if you suffered Critical Damage from it. (It seems to be in Ascension and Disciples of the Dark Gods.) But keep in mind that it was written with DH1E's standards in mind, so if you include it then you'll either want to include a caveat about Righteous Fury not triggering it, or just hotswap it for Decay (also from Tome of Decay) at a low value.

I should note that while it now has an effect, the Neurostatic Broadcaster should probably have a duration for its aftereffect (-20 to all tests). Perhaps something along the lines of hours, or until the end of the current encounter? (I dunno what any of this looks like in the minis wargame.)

Thanks for the feedback, I've fixed the various errors though I wasn't able to find the Vengeful quality in any of my books, unless I've simply missed it.

The Disintegrate and Fast weapon properties were me using qualities from the first edition of Dark Heresy. Fast incurs a -20 penalty to parry the attack and I've removed Disintegrate because I can't seem to remember what it did.

Vengeful shows up in Dark Heresy 2E Core, on page 150. As for Disintegrate, apparently that killed you if you suffered Critical Damage from it. (It seems to be in Ascension and Disciples of the Dark Gods.) But keep in mind that it was written with DH1E's standards in mind, so if you include it then you'll either want to include a caveat about Righteous Fury not triggering it, or just hotswap it for Decay (also from Tome of Decay) at a low value.

I should note that while it now has an effect, the Neurostatic Broadcaster should probably have a duration for its aftereffect (-20 to all tests). Perhaps something along the lines of hours, or until the end of the current encounter? (I dunno what any of this looks like in the minis wargame.)

Thanks, that explains why I couldn't find it, I was looking through my Only War and Black Crusade books. I left my DH books back at camp.

On the tabletop the Chordclaw wounds on a 2+, which if I recall correctly is a similar but more effective property than the one used by Gauss weaponry, which wounds automatically on a roll of a 6. Given that Gauss weaponry in Black Crusade generates Zealous Hatred on rolls of 9 and 10 I felt that a similar effect with a lower target number would work.

I've added a range limiter to the Neurostatic Broadcaster and I've downscaled it's range to 10 metres, currently working on adding in the heavy weapons and armours from the Cult Mechanicus and Skitarii books.

Hi there!

A lot of this seems very similar to the stuff I've been working on (less so recently). Maybe you've seen my stuff on the web or great minds think alike- either way I'm happy to see someone else working on this!

A lot of the stuff surrounding the Noosphere and Data-Tether etc is a lot more streamlined than the way I had it and you've got some more equipment- very nice work.

If it's good with you, I'd like to take some inspiration from your rules. :)

Hi there!

A lot of this seems very similar to the stuff I've been working on (less so recently). Maybe you've seen my stuff on the web or great minds think alike- either way I'm happy to see someone else working on this!

A lot of the stuff surrounding the Noosphere and Data-Tether etc is a lot more streamlined than the way I had it and you've got some more equipment- very nice work.

If it's good with you, I'd like to take some inspiration from your rules. :)

Hi, I did in fact stumble upon your rules while putting this together. Took some inspiration from some and pretty much copied the anchors (Which one of my players uses to move around in zero-G environments).

I've got no problems with that, I'll probably take a glance back at your rules for inspiration to finish this up soon.

Cool! The anchors were inspired by the opening scene in Skitarius- a very good (audio)book if you haven't heard/read it. I imagined they'd be rather useful!

I'd like to put everything together into a mini-expansion book. A PDF collecting all these rules that everyone can print off or use in their games. I'm not involved in any campaigns at the moment so it's good to heard that the rules are being used!

For anyone else looking for the rules so far (including phantam23's rules) you can find them at www.smileyfaceharry.com

Yeah, I've read Skitarius, it was a nice insight into how the Skitarii work. I do like your interpretation of the anchors, it lets me do things like stick Dark Mechanicus Infiltrators to the ceiling(Players never look up I find.)

Also, I've updated the file. It now contains stats for all the Cult Mechanicus and Skitarii units.

Next on my agenda, Imperial Knights, the 30k models, titans and a compilation of all the Adeptus Mechanicus equipment from across the galaxy so far.

Oh and organising the excel sheet so it's easier to read.

Awesome! Please post it here again, I'd love to see what you do.

Still very incomplete but I've bashed together some rules for one of my favorite parts of the setting, Imperial Knights. Find them under the vehicles tab, still figuring out the weapon stats for the Styrix, Magaera, Cerastus variants and Acastus variants. I'll get up some generic stat profiles for the Knight Scions/Pilots and pop up some more descriptions of the AdMech weapons soon.

https://www.dropbox.com/s/8ic8jfvj8vbu0rk/Mechanicus%20Armoury.xlsx?dl=0

-The Galvanic Rifle doesn't need to be Auto-Stabilized, since that only makes a difference for Heavy weapons.

When I first posted the stats for the Galvanic Rifle on reddit, I meant to give it Gyro-Stabilized from the RT Tau book, not auto-stabilized.

"Gyro Stabilized

The weapon has a small auto-stabilisation unit that is
typically built towards the end of the barrel. While not
as powerful as a suspensor, the gyro-stabiliser helps
keep the weapon levelled at the optimal angle for firing.
A Gyro-Stabilised weapon never counts its target as
being further than Long Range (normal maximum
range still applies)."
But with the Tech-Use rule I wrote and the Proven that someone added, it probably doesn't need it. Plus you could always get a telescopic sight. And I am still worried that Tech-use is too strong. It is already the strongest sniper rifle in the game if we are talking about DH2, unless we start using daemon weapons anyways,
Edited by Utherix

-The Galvanic Rifle doesn't need to be Auto-Stabilized, since that only makes a difference for Heavy weapons.

When I first posted the stats for the Galvanic Rifle on reddit, I meant to give it Gyro-Stabilized from the RT Tau book, not auto-stabilized.

"Gyro Stabilized

The weapon has a small auto-stabilisation unit that is
typically built towards the end of the barrel. While not
as powerful as a suspensor, the gyro-stabiliser helps
keep the weapon levelled at the optimal angle for firing.
A Gyro-Stabilised weapon never counts its target as
being further than Long Range (normal maximum
range still applies)."
But with the Tech-Use rule I wrote and the Proven that someone added, it probably doesn't need it. Plus you could always get a telescopic sight. And I am still worried that Tech-use is too strong. It is already the strongest sniper rifle in the game if we are talking about DH2, unless we start using daemon weapons anyways,

I might swap it for a modified version of the executioner shells from The Inquisitor's Handbook, the description of the "Servitor-Rounds" it uses seems quite similar to the one used in the Galvanic Rifle.

That list of weapons looks really interesting! :o Lots of cool stuff!