Combat Drug Injectors

By Velvetears, in Dark Heresy House Rules

The Assassin in my TT group was recently fitted with a minor augmetic Combat Drug Injector, but damned if i can find it in the books after a quick skim through, HR'd it to contain 3 doses of Stim, 3 doses of Onslaught, 3 doses of Frenzon 1 dose of Detox. Refilling each drug is a Full Action, though this will hardly happen during combat..

Using it requires a (+30) Medicae check and takes a half action, with a Fail causing the drug to be administered incorrectly and suffering half the usual side effects, a serious Botch would provoke such a bad mixture of chemicals that 1 dose of each available drug is used and the following things might happen:

Stim & Onslaught: (AKA Hyper Paranoia) take 2 points of Fatigue, suffer from a Hallucinagen grenade side effect at random, -20 to all attributes for d5 hours

Stim & Frenzon/Onslaught & Frenzon: (AKA WAAAARGH....)forced to attack All Out against the nearest target, regardless of Freind or Foe until it's either Dead or appears to be dead, then suffer -20 to Willpower, Perception, Toughness & Strength for d5 hours as well as 2 points of Fatigue

(Any) & Detox: (Utter Purgation) Violently Ill, the body has a sudden purge that lasts for d5 rounds, each round requiring a -20 Toughness check or suffer 1 wound (from internal wracking spasms) and also 1 Fatigue point. Being KO'd will not stop this side effect, the toughness check will be automatically failed, and there is a chance the character will suffocate on their own tongue unless assisted by others with the Medicae skill.

All: if the character is unfortunate enough to botch the medicae check whilst there is a dose of Each of the drugs in the injector The will suffer the side effects as above in the following order: Waaaaargh, Hyper Paranoia, Waaargh (again, with the modifiers all added together to the -60 max), Utter Purgation & last but not least another Waaargh.

All because i couldnt find the stuff i was looking for in the book at the time...

Velvetears said:

The Assassin in my TT group was recently fitted with a minor augmetic Combat Drug Injector, but damned if i can find it in the books after a quick skim through, HR'd it to contain 3 doses of Stim, 3 doses of Onslaught, 3 doses of Frenzon 1 dose of Detox. Refilling each drug is a Full Action, though this will hardly happen during combat..

Using it requires a (+30) Medicae check and takes a half action, with a Fail causing the drug to be administered incorrectly and suffering half the usual side effects, a serious Botch would provoke such a bad mixture of chemicals that 1 dose of each available drug is used and the following things might happen:

Stim & Onslaught: (AKA Hyper Paranoia) take 2 points of Fatigue, suffer from a Hallucinagen grenade side effect at random, -20 to all attributes for d5 hours

Stim & Frenzon/Onslaught & Frenzon: (AKA WAAAARGH....)forced to attack All Out against the nearest target, regardless of Freind or Foe until it's either Dead or appears to be dead, then suffer -20 to Willpower, Perception, Toughness & Strength for d5 hours as well as 2 points of Fatigue

(Any) & Detox: (Utter Purgation) Violently Ill, the body has a sudden purge that lasts for d5 rounds, each round requiring a -20 Toughness check or suffer 1 wound (from internal wracking spasms) and also 1 Fatigue point. Being KO'd will not stop this side effect, the toughness check will be automatically failed, and there is a chance the character will suffocate on their own tongue unless assisted by others with the Medicae skill.

All: if the character is unfortunate enough to botch the medicae check whilst there is a dose of Each of the drugs in the injector The will suffer the side effects as above in the following order: Waaaaargh, Hyper Paranoia, Waaargh (again, with the modifiers all added together to the -60 max), Utter Purgation & last but not least another Waaargh.

All because i couldnt find the stuff i was looking for in the book at the time...

Inquisitor's Handbook on page 138. It's called an Injector Rig , which might explain why you had some trouble finding it.

-=Brother Praetus=-

nyaha! tanks muchly. thrice damned combat drug injector rigs....

Still... I kinda like your solution, especially the messy side-effects of a botch. That's something to be applauded. :D

Meph said:

Still... I kinda like your solution, especially the messy side-effects of a botch. That's something to be applauded. :D

Oh yes. As far as a houseruled mechanic goes, it is very well thought out and developed. The medicae test could be a little much if you used the mechanics for drug-addled pit-fighters and cyber-gladiators. After all, not being a basic skill means they might not even be able to test medicae... Unless you ruled the rig acted somewhat like an advanced medkit (see Rogue Trader page 142).

-=Brother Praetus=-

Thankfully the original injectors Can be done remotely from what i scanned over in the book, purely For pitfighters and arcoflagellents and what have you :)

Now to start sticking them on to animals and have the guards.mooks hanging in the background with the big red "inject" button box demonio.gif

Velvetears said:

Thankfully the original injectors Can be done remotely from what i scanned over in the book, purely For pitfighters and arcoflagellents and what have you :)

Now to start sticking them on to animals and have the guards.mooks hanging in the background with the big red "inject" button box demonio.gif

And for the more tech savvy recidivists, cyber-animal guardians with integrated microbeads and berserker chips is another way to go... And, theoretically, the lower Machine Trait versions could still have remote injectors too. Personally, I'd say anything over Machine 2 might not have enough meat left to really benefit from the rig for combat drugs. But that's just my thought.

-=Brother Praetus=-

Set up a full harness injector system ( neck arms legs and waist injection points ) and hype up the user on serious combat drugs..a DH juicer effectively...though not like the ones the assassins use that are totally crazed and only thawed out to do a total kill mission then refrozen after memory purge...but one that does stay with the teams....like the other PCs....the cost of the drugs would be high and the cost of the rig and chemical conversion for the PC very high and also extremely rare...a juicer like this would be a chemical version similar to a glanded space marine as far as the performance of things goes while under the effects of the drugs. Note this rig would be more thorough and likely at least partially implanted to help prevent it from being ripped out easily during melee combat but while under the effects the user would be immune to all fear / pinning tests as well as potentially gaining corruption points ( due to altered semi psychotic drug induced mindset vs normal ) at least from some sources/actions ( HOWEVER i would strongly enforce mental issues and physiological addictions as well as rapid body deterioration from prolonged constant drugflow in the system as well as some serious serious Toughness checks AND penalties for them anytime they go without the drugs long enough to enter a "withdrawal" Serious as in comma/death typical of serious hardcore drug users. So the drawbacks of playing a chem enhanced PC would be serious everybit as much as the potential benefits of it to balance things out. But that is my opinion on it and how i worked it into the game at current ( currently only NPCs use the rig since none of the PCs are willing to risk the potential problems ( supply of the drug if sent to or marooned on a backwater or feudal tech planet for any real length of time due to unforseen circumstances etc....So currently its only really used within drug lords retinues or with perhaps with a group of techpriests that enjoy augmenting their base servitors with nasty surprises for anyone that wants to interfere with their plans ( not all servitors are full conversion mindless automatons...some are only lobotomized and given cranial implants and minor machine augmentation and thus still require normal food etc...to survive...think alot of people in the world currently...mindless drones basically..only without the backtalk and general stupidity...lol they do what they are told... cool.gif Woe be to anyone foolish enough to attack a tech priest that had a few augmented juiced servitors that were programmed for combat...what a deviously nasty surprise for any players that think that all servitors are slow and sim witted tactially demonio.gif

I really like Veleveteers solution...Might also want to consider a percentile chance of receiving a random side-effect after getting critical damage on the Rig's location.

Also perhaps the option of a Chem-use check instead of a Medicae test.