N0-1_H3r3:
Templum Vindicare
Exotic Weapon: Exitus Rifle
Class:
Heavy
Range:
250m
RoF:
S/-/-
Dam:
1d10+5 I
Pen:
6
Clip:
10
Rld:
2 Full
Special:
Accurate, Toxic, Best Quality (never jams)
Wt:
15kg
Cost:
Not available for sale
Availability:
Not available for sale
The Exitus Rifle contains a special shot-selector designed to carry specialist ammunition. The main clip contains 10 shots, while the three specialist clips contain one shot each. Further, the Exitus Rifle comes fitted as standard with a Silencer and a complex scope that functions as a Telescopic Sight and which reduces all penalties relating to target visibility (target concealment, darkness, fog, etc) by two steps to a maximum of +0.
Exotic Weapon: Exitus Pistol
Class:
Pistol
Range:
35m
RoF:
S/2/-
Dam:
1d10+5 I
Pen:
6
Clip:
5
Rld:
2 Full
Special:
Best Quality (never jams), Toxic
Wt:
1.5kg
Cost:
Not available for sale
Availability:
Not available for sale
The Exitus Pistol comes fitted as standard with a Silencer and a sight that functions as a Red-Dot Laser Sight.
Shieldbreaker Ammunition
The shot's Pen value applies to the protection provided by forcefields as well as that of cover and armour. Further, if the shot deals sufficient damage to overcome a forcefield (even if the shot is stopped by armour), the forcefield is overloaded and will not function for the next hour.
Hellfire Ammunition
The potent toxins and chemicals in the shot mean that the weapon's damage, and any additional damage caused by the Toxin special rule, count as having the Tearing quality when using Hellfire Ammunition.
Turbo-Penetrator Ammunition
The shot loses the Toxic quality. However, the weapon's damage changes to 2d10+5 and the Pen increases to 12.
Templum Callidus
Exotic Weapon: Neural Shredder
Class:
Basic
Range:
20m
RoF:
S/-/-
Dam:
Special
Pen:
8
Clip:
10
Rld:
4 Full
Special:
Flame (cannot set targets alight),
Wt:
2kg
Cost:
Not available for sale
Availability:
Not available for sale
A Neural Shredder does not deal damage in any conventional way, but rather directly interferes with the target's brain function, incapacitating or even killing enemies by overloading their brains. A character hit by a Neural Shredder is stunned for 1d5 rounds and loses 3d10 points from both his Intelligence, Willpower (roll once, and subtract the same value from both), which can be recovered at the normal rate. If either score is reduced to 0, then the character falls unconscious as described on page 200 of the Dark Heresy rulebook. If both scores are reduced to 0, the character dies from a massive brain haemorrhage.
Exotic Weapon: C'Tan Phase Sword
Class:
Melee
Dam:
1d10+5 R
Pen:
infinite
Special:
Warp Weapon, Unwieldy (note: Unwieldy represents the fact that the weapon's phasing nature makes it impractical to parry with, as the blade is not always tangible)
Wt:
1.3kg
Cost:
Not available for sale
Availability:
Not available for sale
Poisoned Blades
Treat as Mono-edged Knives coated in the Ars Imperialis Mortua poison, described in the GM's Kit. If you don't have the GM's Kit, use the Toxic quality instead.
Polymorphine
Polymorphine is a potent and highly restricted drug that allows the user to manipulate the shape, colouring and structure of their bodies, permitting a skilled user to assume the appearance of others. Without special surgical and/or augmetic implants, a polymorphine user can only assume the appearance of others of her species, but the drug remains a useful asset to Callidus Assassins working deep undercover.
A single dose of polymorphine makes the user's form malleable for five minutes, during which time, Intelligence or Willpower tests can be attempted to shape their body in different ways. Intelligence is used for subtle, precise changes - eye colour, facial features, etc, while Willpower is used for more drastic changes, such as height, weight, build, gender, etc. GM's discretion should be applied to both what changes can be made in this time, and how difficult the tests are.
Assuming appropriate changes have been made, the resulting change of appearance grants the user a +30 bonus to all Disguise tests.
Reverting to one's original form requires another dose of Polymorphine, but no tests.
Someone untrained in the use of Polymorphine [perhaps add a new talent - "Polymorphine Use"?] cannot control the changes easily, treats all tests to wilfully change his form as Very Hard (-30) and must test even to revert to his natural state.
That'll do for now... more at a later date...