Crazy awesome weapons your party/team uses

By Turpin, in Dark Heresy

My party:

Callidia, Moritat Assassin:
Best quality mono sword
Good quality mono punchdagger

Vanaras, Void Commercia Adept:
Fatebringer Revolver, Red Dot Laser (reward for becoming Prime)

Gaius, Mara Landing Guardsman
Lasgun, red dot laser
Autogun, scope, ammo selector
Pump Action shotgun
Laspistol

Silon, Techpriest
Steelburner Laspistols

regis, Psyker
Laspistol & Lho Sticks

Varius said:

My divination psyker with a scoped silenced hunting rifle can end most people before they know they are in a fight.

Camouflage, Wall Walking, White Noise, Prenatural Awareness, Far Sight, and Precog. Strike. mmmmm

BS 40ish + 10 aim + 10 accurate + 10 red dot + 10 Short Range (if within 75 meters 2.5x the range of a pistol) + 20 Precog. Strike = I cant miss And an average roll will give me 3d10+3 damage with 3 pen. Even a called head shot with no talents pretty much always hit.

Though I REALLY want a Nomad from the IH

so are you saying all of those powers at once? just wondering how you avoid the perils of the warp?

Solkim said:

Varius said:

My divination psyker with a scoped silenced hunting rifle can end most people before they know they are in a fight.

Camouflage, Wall Walking, White Noise, Prenatural Awareness, Far Sight, and Precog. Strike. mmmmm

BS 40ish + 10 aim + 10 accurate + 10 red dot + 10 Short Range (if within 75 meters 2.5x the range of a pistol) + 20 Precog. Strike = I cant miss And an average roll will give me 3d10+3 damage with 3 pen. Even a called head shot with no talents pretty much always hit.

Though I REALLY want a Nomad from the IH

so are you saying all of those powers at once? just wondering how you avoid the perils of the warp?

Or how you can sustain all of them. sorpresa.gif

Wow, overall it seems my Cleric is kind of tame.

I use a Hax Armsman 10 Pistol as my main weapon I carry with me all the time, with manstopper rounds usually. Brutal, effective, and doesn't raise too many eyebrows. I have a clip of Blessed Ammo, just in case with me, but I rarely use it.

If I need a little more firepower I'll carry either a Naval Shotgun or a Short Las Rifle. Basically the weapons that the Imperial Navy and the Imperial Guard uses. Nothing fancy about the ammo for either of them.

Armor is simply a Armored Body Glove and a Great Coat, again effective and doesn't raise any eyebrows, all in greys and blacks (due to being Black Priest)

Now this all changes when I face Daemons. Then I pull out the Sacristain Bolt Pistol with Blessed Ammo, the Blessed Lathe Sword, and the Sancitfied Carpase Armor with Great Coat. But the only time those come out is when I'm basically going on a Chaos Extermination trip.

Wow all this seems a bit extreme to me, assassins with powerfists, firing boltguns in one hand, personally I prefere crazy awsome weapons that support the character roleplay wise, heh.

Only "crazy" thing was the cleric in our first sessions, nothing special about it except it killed a plaguebearer, broke the arm on the guardsman in the group and it must have had a hidden "cursed" special rule, cause it kept slipping out of his hands, flying halfway across the room.

Cryxx said:

Wow all this seems a bit extreme to me, assassins with powerfists, firing boltguns in one hand, personally I prefere crazy awsome weapons that support the character roleplay wise, heh.

Only "crazy" thing was the cleric in our first sessions, nothing special about it except it killed a plaguebearer, broke the arm on the guardsman in the group and it must have had a hidden "cursed" special rule, cause it kept slipping out of his hands, flying halfway across the room.

Same here, i never ever let my player get a weapon just because it is uber powerful, they need to have a good roleplaying reason to get the weapon. Even then if i or the other players feel that it is too high powered for the game then it won't be allowed, (though i will often make a counter proposal instead of just saying no)

The psyker in the party i gm has the "ironclaw" shotgun for some real splatter times, but he anly has one clip so he uses it sparringly(sp?).

Great (2h) force blade wielded (and forged) by a rk 6 psyker.

2d10 +1 base (2d10 +13 & 10 pen for him before the psy attack)... oh and don't forget Swift Attack for a full action of adding a second swing.

Epic anyone?

My character uses a pair of custsom powerswords.

Very usefull with dual strike.

That being said I'm the only really fighty character in my group, so I need to be the combat monster for our entire group.

My groups Arbitrator (rank 3) is rather deadly with his Thollos and Carnodon. Especially using the latter with attached Red-Dot Laser Sight: Aim - Single Shot (+30 BS due to Accurate, Laser Sight and Aim) - mostly dealing more than 20 damage points (due to extra dice from multiple degrees of success). Why bother with auto-fire. Deadly, deadly, deadly... sorpresa.gif

my last character used a mono naval officer's cutlas and naval shield as an arbitrator. and i was looking to by a best quality one to see if i could get it balanced. but our gm was stingy and we didn't get much money

I'd be interested to know what ranks all these characters are with all these uber duber weapons...

drseuss620 said:

I'd be interested to know what ranks all these characters are with all these uber duber weapons...

Mine (the assassin with a power fist) is a rank 5 (600 short of rank 6) Noble. So the cost was not a huge issue.

Our groups Assassin, Trix, is trying her best to get hold of a Thunder Hammer an NPC is presently in possession of..

Then again, the Tech Priest wants the Xeno Powersword that a Heretek is presently keeping in one of her mechandrite pincers.

Personally i think that if the characters can get hold of gear from an NPC and then either have the proper training, or already have it, then it's not much of an issue, especially when weapons can be broken, get damaged on jams and the like.

And they can alwaysbe the victim of a random sleeper toxin via needler and lose their gear that way :) Bigger fish exist in the ocean than them, and they may always find themselves on the receiving end of a Lot of underhivers/gangers mobbing them :)

Anonymous, just one thing, ironclaw shotguns use standard shells. So you don't have to worry about special ammo or anything. 9an ironclaw being just the void-version of combat shotgun).

Also, our sort-of techpriest just acquired a best plasma gun.

For the rank question we're all aroudn the middle of rank 7.

My Sister Militant loves her Voss Pattern Nightfire Flamer with chainsword combat attachment. It is so awsome it's borderline heretical! ;)

My Assassin used a Mono Great Weapon (no-dachi style) for a while, but he missed with it so often (and failed some Fear checks while wielding it so much) that he decided it was cursed and traded it with the Guardsman for his Mono Axe.

That guardsman was later immolated by a randomly-occuring Daemonhost that popped out of a heretic psyker we were fighting, so I think he was justified in worrying about the curse!

When the game finished (at about 5000xp) he was using a custom-built rifle that used Armageddon autorifle stats, but of Good quality, with fire selector, red-dot and silencer. Perhaps more impressively though, he had picked up an Inferno Pistol from a heretic nobleman we killed. He got an Elite Advance to use it (for 300xp), but as it turns out 2d10+6 on single shot usually isn't as impressive as 1d10+7 on full-auto most of the time, even with Pen 12 vs Pen 3 (he had Mighty Shot).

The most impressive weapon that I saw in use though was... *drumroll* an Autocannon. We had a Noble Guardsman join with pimped-out Str and Bulging Biceps so he carted this ******* anti-tank gun around and made everyone else's weapons obsolete. Rogue Servitor? BANG. Hive Sump Xeno-Mutant? BANG. Tribe of heretic underhivers? DAKKA. Daemon? BANG. It was effin' ridiculous.

My myrmidon cogboy uses engraved D’laku Pattern Hellgun with chainbayonet attached. When there is time for more covert operation he uses Sacrystian Boltpistol and Hellpistol as a backup. But D’laku is sufficient for almost everything, especially with overcharged packs (1d10 + 4 with pen. 4). It slices most of the foes except for Slought and Tank (so far). But as so far the most efficient weapon was armoured SUV with which I trampled a Pit Fiend with no effort gui%C3%B1o.gif

All our Chars are Rank 6-7

Assassin 1: Dlaku Hellgun (+ RedDot), Best Quality Chainsword, Steel Burner (+RedDot), Dark Eldar Splinterrifle

Assassin 2: Powersword, Powerblade, Autogun (never used so far), Ironclaw with Fire Selector

Psyker (me): Vanaheim, Hecutor, both with RedDot, Fire Selector and upgrade so i can use my MIU with them. So far never fired one of them...

Guardsman: Angelus Boltgun with Fire Selector, RedDot and MIU Interface, Boltgun with Fire Selector and RedDot, Good Quality Boltpistol wit Fire Selector and RedDot, Boltpistol, and Best Quality Monosword, 2x Dark Eldar Splinterpistol

Arbitrator: 2x Hecutor with RedDot and FireSelector, Boltgun with RedDot and FireSelector, Good Quality Plasmapistol with Fire Selector and redDot, Plasmapistol

Techpriest/Secutor: AutoCANNON with RedDot, Deathlight (RedDot), SteelBurner(RedDot), Hecutor(RedDot, FireSelector) in Gunmechandrite, Breacher, Dragonscales

The Techpriest is a walking Destructionmachine...

"Crazy Awesome Weapons"? Does my groups Scum and Tech-priest teaming up to rig a skimmer to explode and personally driving it (at "very fast" speed) into a group of mutant cultists count?

The scum died. Unsuprisingly.

Nerd King said:

"Crazy Awesome Weapons"? Does my groups Scum and Tech-priest teaming up to rig a skimmer to explode and personally driving it (at "very fast" speed) into a group of mutant cultists count?

The scum died. Unsuprisingly.

That is heroic crazy awesome.

Power Fist at 2D10+14, 8 AP, and 82 weapon skill when frenzied plus 2 attacks per round because of furious assault. If the damage goes into crits it does 1D5-1 extra crit damage. It's total overkill.

Now I need to upgrade the heavy stubber to an Autocannon it seems. I didn't get Bulging Biceps just to waste XP.

This thread is cool. It not only gives me good ideas for kitting out my own Imperial heroes, it's also a good antidote to the "power level of acolytes" thread. Since acolytes with the right gear are apparently mowing through Bloodthirsters the way Chow Yun Fat mows through gangsters... and none of them have even made Interrogator yet! cool.gif

Requete said:

This thread is cool. It not only gives me good ideas for kitting out my own Imperial heroes, it's also a good antidote to the "power level of acolytes" thread. Since acolytes with the right gear are apparently mowing through Bloodthirsters the way Chow Yun Fat mows through gangsters... and none of them have even made Interrogator yet! cool.gif

The way I stat Bloodthirsters, you wouldn't want to face one with anything less than a squad of Grey Knight Terminators.

No, really...

WS BS S T Ag Int Per WP Fel
72 32 64 (24) 56 (20) 56 (5) 64 (6) 64 (6) 72 (7) 32 (3)

Movement: 7/14/21/42 or 10/20/30/60 when Flying; Wounds: 48

Skills: Awareness +10 (Per), Command +20 (Fel), Dodge +10 (Ag), Forbidden Lore (Daemons) +20 (Int), Forbidden Lore (Warp) +20 (Int), Intimidate +20 (S), Psyniscience (Per), Scholastic Lore (Tactica Imperialis) +20 (Int), Speak Language (All) +10

Talents: Battle Rage, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Disturbing Voice, Dual Strike, Frenzy, Furious Assault, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Primitive), Mental Fortress, Precise Blow, Resistance (Psychic Powers), Strong-minded, Sure Strike, Swift Attack, Talented (Command), Talented (Intimidate), True Grit, Two Weapon Wielder (Melee)

Traits: Blood for the Blood God*, Brutal Charge, Daemonic (TB 20), Dark Sight, Daemonic Presence, Embodiment of Slaughter*, Enormous, Fear 4, Flyer (10), From Beyond, Fuelled By Slaughter, Improved Natural Weapon, Natural Weapon (Itself, see below), The Stuff of Nightmares, Unnatural Strength (x4), Unnatural Toughness (x3), Warp Instability

Blood for the Blood God: Creatures of Khorne suffer no penalties from gore and blood - all critical hit effects involving gore and blood (such as requiring an agility test not to fall over) do not apply to creatures of Khorne.

Daemonic Presence: Reality rebels when a Bloodthirster is near, causing objects to bleed and heat up for no reason, enhancing the sounds of battle to the point where it is almost deafening, and inspiring inexplicable feelings of rage within all creatures. All characters within 72 metres of a Bloodthirster suffer a -10 penalty on Willpower Tests.

Embodiment of Slaughter: Greater Daemons of Khorne are the aethyric manifestations of rage, fury and the desire to kill. For them, unending rage is as natural as breathing is to a human. A creature with this trait can enter a Frenzy as a Free Action.

Fuelled by Slaughter: Every time a Bloodthirster slays a living creature, it regains 1d10 wounds.

Weapons: Horns, Tusks, Fangs, Claws, Hooves, and sheer Ferocity (1d10+26 R or I; Unwieldy), Axe of Khorne (3d10+33 R; Pen 9; Tearing, Warp Weapon, +5 to Critical Results, ignores all armour, psychic defences and fields, and enemies wounded must pass a Challenging (+0) Toughness Test or be immediately slain), Whip of Khorne (10m; 1d10+26 R; Pen 6; Snare, Flexible, Tearing. Range is the reach of the weapon.)

Axe of Khorne: Axes of Khorne are massive weapons, too large for a human to wield and containing the bound essence of another Bloodthirster of Khorne. These weapons deal 3d10 R damage, Pen 4 as standard, and contain a Daemon with a WP of 72, conferring the Hungering, Sharp as Sin, Warp Touched and Aethyric Render attributes, as described in Disciples of the Dark Gods. This is summarised above.

Armour: Bronze Armour of Khorne (All 8, counts as having Hexagrammic Wards (Inquisitor’s Handbook, page 189))

Threat Rating: Malleus Terminus

N0-1_H3r3 said:

Requete said:

This thread is cool. It not only gives me good ideas for kitting out my own Imperial heroes, it's also a good antidote to the "power level of acolytes" thread. Since acolytes with the right gear are apparently mowing through Bloodthirsters the way Chow Yun Fat mows through gangsters... and none of them have even made Interrogator yet! cool.gif

The way I stat Bloodthirsters, you wouldn't want to face one with anything less than a squad of Grey Knight Terminators.

Well, that was a bit of deliberate hyperbole on my part.