wrist mounted weapons

By Alquadur, in Black Crusade

Hey guys,

I'm a little bit puzzeled about not finding any rules or acquisition rating for wrist mounted weapons.

Did I only miss any rules/comment about it?

In Deathwatch there is - as you surely know - rules for fitting bolters and such "gear" on an "arm weapon mounting".

So far I haven't found anything like this in Black Crusade, though I think the Techs of Chaos are not as gutless to not change a weapon/armour to function in a "better" way.

ps: Please excuse my particularly bad english, I'm no native speaker.

Arm Weapon Mounting:
Reduce range by 30%
Upgrades: Any Pistol (Save Plasma) for Humans, any (save plasma) for Traitor Marines

Treat as any upgrade

That's odd. I wonder why plasma weapons can't be arm mounted.

DJSunhammer said:

That's odd. I wonder why plasma weapons can't be arm mounted.

Because they have a tendency to overheat, and not being able to drop a plasma pistol because it's welded to your vambrace means that you'd risk losing your arm every time you fired it.

N0-1_H3r3 said:

DJSunhammer said:

That's odd. I wonder why plasma weapons can't be arm mounted.

Because they have a tendency to overheat, and not being able to drop a plasma pistol because it's welded to your vambrace means that you'd risk losing your arm every time you fired it.

Best quality ones dont overheat. Plasma weapons are for martyrs or people powerfull/rich enough to get best quality weapons.

Santiago said:

Arm Weapon Mounting:
Reduce range by 30%
Upgrades: Any Pistol (Save Plasma) for Humans, any (save plasma) for Traitor Marines

Treat as any upgrade

What page is this on?

The Arm Weapon Mounting or Forearm Weapon Mounting is a bit different depending on what book you look at. It features in Dark Heresy 's Inquisitor's Handbook , Rogue Trader 's source book, as well as Deathwatch 's source book. It is odd that it wasn't included in the Black Crusade , especially since I would consider it deliciously fitting any good heretic's image.

In Dark Heresy , it's listed as "Forearm Weapon Mounting":
As the name suggests, these heavy gauntlets allow for a single ranged weapon to be mounted along the arm, with specific hand movement triggering the weapon. This upgrade allows the user to keep both hands free. A weapon in a forearm mount functions as listed except that its range is reduced by 30%.
Upgrades: Any Primitive, Las, Solid Projectile, Bolt or Melta pistol.
It has a Cost of 300 , an Availability of Scarce , and adds +1kg to Weight .

In Rogue Trader , it's listed as "Forearm Weapon Mounting":
This heavy bracing allows a single ranged weapon to be mounted along the arm, with specific hand movements triggering the weapon. It allows the user to keep both hands free, and can have a strong visual impression on their foes as fire seems to appear from the user’s outstretched arms. This upgrade reduces the Weapon’s range by 30%.
Upgrades: Primitive, Las, Solid Projectile, Bolt, or Melta pistol.
It has an Availability of Scarce , and adds +1kg to Weight .

In Deathwatch , it's listed as "Arm Weapon Mounting":
This heavy bracing allows a single ranged weapon to be mounted along the arm, with specific hand movements or MIU input triggering the weapon. This allows the user to keep both hands free, and can have a strong visual impression as the Battle-Brother brings forth a storm of destruction with the sweep of his hand. This upgrade reduces the weapon’s Range by 30%. It is also possible to mount a weapon at the shoulder instead of on the forearm, with the same effects.
Upgrades: Las, Solid Projectile, Bolt, or Melta Pistol, or Auxiliary Grenade Launcher.
It costs 10 Requisition , requires a Renown of Distinguished , and adds +1.5 Weight .

What somewhat gets to me is that it only allows pistols, and/or that it's lumped together with a shoulder mounting. If I was to homebrew it, and it seems that you'd have to for Black Crusade , I'd make it:

Arm Weapon Mounting:
This heavy bracing allows a single ranged pistol to be mounted along the arm, with specific hand movements or MIU input triggering the weapon. This allows the user to keep both hands free, and can have a strong visual impression on their foes as fire seems to appear from the user's outstretched arms.
Upgrades: Any non-exotic Las , Solid Projectile , Bolt , Flame or Melta Pistol weapon.
+1kg to Weight , distribute as appropriate for the game.

Shoulder Weapon Mounting:
This heavy bracing allows a single ranged rifle to be mounted on the shoulder, with specific hand or eye movements or MIU input triggering the weapon. This allows the user to keep both hands free, and can have a strong visual impression on their foes by preserving a regal posture or upright position, as fire appears independently from the hands.
Upgrades: Any non-exotic Las , Solid Projectile , Bolt , Flame or Melta Basic weapon.
+3kg to Weight , distribute as appropriate for the game, notably more expensive or rarer than Arm Weapon Mounting.

Or something like that.

Hi,

@NO1-H3R3, the way the rules are written it looks like characters are not allowed to drop a plasma weapon before it burns them when overheating, only after the hit. Or would be an idea to assume that the overheat rules will be errata'd to allow a "drop" before damage is dealt...? happy.gif

If this query steps on any NDA's or similar restraints, my apologies in advance.

I am always against rules that prevent stupidity, so I'd personally allow plasma weapons to be wrist mounted. Obviously you can't drop 'em if they go boom in that case, but there's no mechanical or practical reason you can't bolt it onto your wrist even so.

Other than that lil' change, I think Fgdsfg suggestion is excellent, especially with the distinction between wrist and shoulder mounted weapons!

Reverend mort said:

I am always against rules that prevent stupidity, so I'd personally allow plasma weapons to be wrist mounted. Obviously you can't drop 'em if they go boom in that case, but there's no mechanical or practical reason you can't bolt it onto your wrist even so.

Other than that lil' change, I think Fgdsfg suggestion is excellent, especially with the distinction between wrist and shoulder mounted weapons!

Thanks. Although I now realize that I forgot to add that the Shoulder Weapon Mounting should be impossible to conceal, whereas I am sure that many people that take Arm Weapon Mounting do so to be sneaky (even though it doesn't give any mechanical concealment benefits). It swear it was on my mind, but I must've just forgotten to write it in. So much for proof-reading.

That said, I think it's completely reasonable to not mount Plasma weapons in braces that take time to remove from your arm, because even if there's no mechanical benefit to not doing so, the fluff is definitely there, where people being literally blown away from overheating plasma weapons. However, while reading up on the Ovearheat s rule(s), it says specifically that:

"The wielder may choose to avoid taking the damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this quality does not Jam, and any effect that would cause the weapon to Jam (i.e., certain psychic powers) instead causes the weapon to overheat."

I could probably be persuaded to allow a plasma weapon to be mounted, but then I'd also insist that the wielder takes the full damage of an overheating weapon - that is, with penetration. Because being strapped to one of the most unstable, dangerous weapons of the Imperium should be an absolutely horrifying experience.

If it's shoulder-mounted, I'd rule that it burns your face instead of your arms. Because screw the ones dumb enough to do that.

Fgdsfg said:



"The wielder may choose to avoid taking the damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this quality does not Jam, and any effect that would cause the weapon to Jam (i.e., certain psychic powers) instead causes the weapon to overheat."

The rule no longer applies in BC. Now you roll if you dropped the weapon, but take the damage regardless. And it's a full hit from the weapon, incluing Pen.

Morangias said:

The rule no longer applies in BC. Now you roll if you dropped the weapon, but take the damage regardless. And it's a full hit from the weapon, incluing Pen.

Oh sorry, for some reason, I zoned out completely when reading the preceding post and just assumed I was in the Rogue Trader section. Serves me right for constantly having four tabs open; one for each 40k RPG.

I apologize.

That said, I think I liked the old rule better, especially considering the no-plasma-weapons-mounted. On the other hand, if it's strapped to your arm, just treat the "roll to see if you dropped the weapon"-rule as "roll to see if you take full (penetration) damage" instead. That might actually work better.

Regardless, you should be well and properly screwed when something that is strapped to you overheats.

Fgdsfg said:

Morangias said:

The rule no longer applies in BC. Now you roll if you dropped the weapon, but take the damage regardless. And it's a full hit from the weapon, incluing Pen.

Oh sorry, for some reason, I zoned out completely when reading the preceding post and just assumed I was in the Rogue Trader section. Serves me right for constantly having four tabs open; one for each 40k RPG.

I apologize.

That said, I think I liked the old rule better, especially considering the no-plasma-weapons-mounted. On the other hand, if it's strapped to your arm, just treat the "roll to see if you dropped the weapon"-rule as "roll to see if you take full (penetration) damage" instead. That might actually work better.

Regardless, you should be well and properly screwed when something that is strapped to you overheats.



No:12 said:

Hi,

@NO1-H3R3, the way the rules are written it looks like characters are not allowed to drop a plasma weapon before it burns them when overheating, only after the hit. Or would be an idea to assume that the overheat rules will be errata'd to allow a "drop" before damage is dealt...? happy.gif

If this query steps on any NDA's or similar restraints, my apologies in advance.

Assume nothing; doubt everything.

I am A: not involved in the development of any errata or providing official answers to any rules questions (as soon as I hand in my manuscript, my involvement is limited to submitting designer diaries; I can't provide accurate answers to rules questions in part because I only work on a small section of the book, and in part because I don't see any changes made after I've finished my part), and B: just posting my own opinions on the matter, nothing more, nothing less.

Santiago said:

any (save plasma) for Traitor Marines

Does that consider the fact that Legion PA does not come standard with recoil suppression?

Fgdsfg said:

Morangias said:

The rule no longer applies in BC. Now you roll if you dropped the weapon, but take the damage regardless. And it's a full hit from the weapon, incluing Pen.

Oh sorry, for some reason, I zoned out completely when reading the preceding post and just assumed I was in the Rogue Trader section. Serves me right for constantly having four tabs open; one for each 40k RPG.

I apologize.

That said, I think I liked the old rule better, especially considering the no-plasma-weapons-mounted. On the other hand, if it's strapped to your arm, just treat the "roll to see if you dropped the weapon"-rule as "roll to see if you take full (penetration) damage" instead. That might actually work better.

Regardless, you should be well and properly screwed when something that is strapped to you overheats.

I think I like the new rule. The weapon is supposed to be extremely dangerous, after all, and I've never seen anyone find any trouble with the previous rule - just drop the plasma and quick-draw a backup weapon, and you're golden.

Morangias said:

Fgdsfg said:

Morangias said:

The rule no longer applies in BC. Now you roll if you dropped the weapon, but take the damage regardless. And it's a full hit from the weapon, incluing Pen.

Oh sorry, for some reason, I zoned out completely when reading the preceding post and just assumed I was in the Rogue Trader section. Serves me right for constantly having four tabs open; one for each 40k RPG.

I apologize.

That said, I think I liked the old rule better, especially considering the no-plasma-weapons-mounted. On the other hand, if it's strapped to your arm, just treat the "roll to see if you dropped the weapon"-rule as "roll to see if you take full (penetration) damage" instead. That might actually work better.

Regardless, you should be well and properly screwed when something that is strapped to you overheats.

I think I like the new rule. The weapon is supposed to be extremely dangerous, after all, and I've never seen anyone find any trouble with the previous rule - just drop the plasma and quick-draw a backup weapon, and you're golden.

Another Plasma Gun :P