The squig morta' and the dreaded squig shot boomgun

By Darkmittens, in Dark Heresy House Rules

so as promised in my posts in the DM section here are the rules for the Squig Morta' and squig shot boomgun

Name, type(exotic) Range, RoF Damage, Pen Clip size, RLD Traits
Squig Morta’ Min 150 m, S/-/- 2d10 + 7, 0 1, 3full Squig doors, blast (3), grot pilot, slow
Squig shot boom gun 40m, S/2/3 1d5 +4, 2 1-3, 1half round per ammo in clip Object firer, Clip variation, easy fire


Squig morta' is a orkish invention designed to flush troops out of ther precious trench holes and into da chopin groundz, it fires out of a very rudimentary stocky shortened barrel, pointed at a guestimated angle (sometimes not even guestimated), and then loaded with copious amounts of black powder and sometime shoota rounds, bomb squigs and anything that will blow up when the trigger is pulled to cause the shell to project into the air, the ammo for this gun is a hollowed shell, usually looted from an basilisk tank, that is placed, casing and all, into the mortar sometimes this shell has rockets attached allowing for remote detonation by a mek, the hollowed out casing crammed with small squigs (really crammed), and the bullet itself has been given the meks treatment, adding highly unsafe amounts of explosive materials that are usualy simply added onto the outside of the shell, on top of the shell a grot pilot is placed, his job being to guide the fast moving rocket to it's location (sometimes he isn't as well briefed as his orkish masters wanted him to be), and upon seeing something below him he is instructed to pull the lever, releasing the hollow shell on the shell and showering the ground with ravenous squigs, most of whomb do not survive the fall but the few that do are very capable of eating whatever is in thier way, usually placed onto troops that are fleeing thier trench , then when the bomb reaches its target it explodes in a great ball of fire, ending the pilots life and probably the lives of anyone within close proximity.

The squig morta' has the following special rules

GROT PILOT: in order to hit the target first the firer takes a balistical skill test, representing the most crucial step of the firing process, aiming in the right direction, ever 2 degrees of failure make the ensuing pilot test 1 step more difficult, and every 2 degrees of succes make it 1 step easier, after determining test difficulty the grot pilot makes a Challenging (+0) pilot test (this may change depending on the previous test), this represents the final location of the shot, scattering as a gernade would 1 sq in a random direction per degree of failure.

SLOW: the morta' shell itself moves slowly through the air, after the turn it is fired the shell moves in the air a total of 5d10 squares in a straight line, and upon reaching it's target square will simply explode, ignore extra distance as extra momentum into the ground.

SQUIG DOORS: After the morta' shell has completed a move action the firer may decide to order the opening of the doors, then choose 1 sq that is in "range" (1 sq away from any sq that the shell moved over this turn) to cover in squigs, the morta' shell may only do this once, after choosing the sq any character occupying the sq act as though they have been hit by a flamer (except they are being covered in tiny gnawing squigs) act exactly as if they were hit by a flamer (they do recieve a doge test) after resolving the flamer hit, then roll 1d5, and then place that many squigs on the adjacent squares, representing the squigs that survive the fall and may continue to fight.

The Squig shot boomgun is the common orks answer to a shot gun or shokk attack gun, it's basic structure is simply a pipe with a large piston inside of it. although variations have been spotted that sport 2, or even 3 barrels. it simply requires an ork to grab a nearby object, most commonly a squig or a grot, but possibly a mele weapon and then place it inside the pipe, aim and pull the trigger, resulting in a horribly loud banging noise and the piston shoots foreword, launching the object inside at a high speed twards the target. particularly brutal orks may spend time loading these guns with extra weapons, and then let out even more death twards his target.

The boom gun has the following rules

OBJECT FIRER: When loading the boom gun the loader may choose to load any object he may lay hands on into the boom gun, and then when fired the gun lauches the object at the foe, upon hitting the enemy the boom gun does it's base dmg, and then in addition any weapon added into the gun also deals damage as if hit agains the opponent in mele (so a gun counts as a club, but with a mele attachment counts as a spear) also any high tech weapon that requires a power field does not benefit from it's power field and simply counts as a primitive version of itself (so a power sword is a sword in the boom gun), also no 2 handed objects can be loaded into the boom gun, the Gm may decide if a objcet counts as a mele weapon or a improvised weapon. also living creatures placed into the boom gun (such as squigs) give the weapon the flame quality (firing in the line of sight cone (1sq wide)) without the chance to set the target alight, and then may make one mele attack agianst the final target and then take 1d10 points of dmg that ignores toughness and armor.

CLIP VARIATION: when loading the loader may choose to load up to 3 objects into the boom gun, Gm may place limits on size of objects and space avaliable, then when firing the gun must fire to use the entire clip, so you should never have ammo in the boomgun's clip unless you have sufficiently upgraded it

EASY FIRE: the gun's simple and brutal application make it the ideal gun for lazy and idiodic orks, therefore any character may use a boomgun without penalty while fireing it.

hope this is usefull to you guys...suggestions and tweaks are welcome

so sorry for the bad table, didn't realize it did that, please feel free to post youre own crazy gun ideas here, i am running some ork meks against my players and need something crazy, all my players are vetran 40k players and know all about ork guns in the core rulebooks, trying to surprise them with some wierd orky guns they have neither seen nor heard of before.. help me out if you can please!