Volcanic Armoury

Volcanic Armoury

The Vipers wield wargear from times long past, from the Imperium’s first wars to even some samples from the High Dark Age of Technology. Some examples of the wargear most “common” amongst the Vipers are listed below. The information below is written from a privileged, but not omniscient perspective.

Requisition and Renown requirements are listed, but the most likely source would be a Viper who has deigned to either bring it along with his Vigil or crafted it personally. Vipers can craft such wargear as per the rules below.

Artificer Rules

During the Mission Preparation Phase, the Viper can perform an Artificer test to create wargear:

  • Number of Artificer tests possible per Mission Preparation Phase is equal to the tens digit of the available Requisition
  • Tens Digit of Requisition Cost (Rounded up to the nearest tens) determines the number of net Degrees of Success needed to create an item of wargear
  • Difficulty is at +0 at the if the Viper’s Renown is equal or less to that of the wargear, increasing in difficulty by 40 for every Level of Renown the wargear to be made is higher
  • The Viper can work on crafting wargear over the course of many missions, and can craft a number of wargear simultaneously equal to their Intelligence Bonus
  • Wargear created can be made permanent (As per Signature Wargear) by spending 200xp x Renown Level of the Wargear
  • The Viper cannot create wargear he does not have the appropriate Forbidden Lore for (Such as Archaeotech or Chapter-Specific Lore)
  • It is still up to GM permission if wargear can be created due to resources or other situations

When crafting ammunition, grenades or other wargear with limited quantities or uses, assume a successful crafting provides a quantity of two plus one for every additional DoS over the target.

Ammunition

Assassin Bolts
Requisition: 20/ 30/ 40
Renown: Famed

Favored greatly by the Devastator Sergeants of the Minotaurs, these Bolt rounds travel at hypersonic speeds thanks to short-burn magna-fusion charges. These rounds take the form of darts made from precious metals from the Lathe Worlds, as the standard mass-reactive warheads would not endure the forces involved. Due to their speed and density, they are extremely destructive to targets and can threaten armour as well

Care should be taken as these rounds cause accelerated wear and tear to weapons utilizing them

Bought for Pistol, Basic and Heavy Bolt weapon variants, it makes the following changes to the weapon profile:

  • Increase Range by 50% of default values
  • Penetration is now 10
  • Proven (3)
  • Tearing
  • Vengeful (9)
  • Unreliable

Augur Rounds
Requisition: 20/ 30/ 40
Renown: Famed

Designed to pulverize armour rather than penetrate it, they were originally designed for the Leman Russ Conqueror, to allow it to engage heavily armoured targets. Translated into a smaller form in Bolt rounds, their explosives spread over a target before detonating a microsecond after, causing spalling and inflicting concussive force upon a target

They are commonly distributed to their fellow Founding Chapters as the Vipers no longer have Bolt weapons as a standard weapon

Bought for Pistol, Basic and Heavy Bolt weapon variants, it makes the following changes to the weapon profile:

  • Penetration is changed to 0
  • Damage Type is changed to Impact
  • Tearing is replaced with Concussive (1)
  • Corrosive = Once per attack on a Hit, roll a 1d5. Reduce target’s Armour on location hit equal to the result. Weaker than standard Corrosive Quality due to smaller payload and balance
  • Against vehicles, they suffer a Crew Stunned Critical effect in addition to any other effect when struck by a Critical Hit or Righteous Fury, as spalling causes armour shards to strike crew members or vital systems

Cursed Founding Chapters may requisition this Ammunition at a Renown rating of Distinguished

Consecrated Promethium
Requisition: 15/ 20/ 25
Renown: Renowned

Sacred oils and unguents are added into the promethium mix, enhancing the purifying aspect of flame

Bought for Pistol, Basic and Heavy Flamer weapon variants, this grants the Sanctified Quality to the weapon and increases the On Fire damage to 2d10 for Daemons

Cyclonic Missile
Requisition: 50
Renown: Distinguished

A heavily restricted and dangerous weapon, it is based off the weapons used in the ultimate sanction of Exterminatus. Save for the Inquisition, Mechanicus or the Adeptus Astartes, possession of one carries with it the penalty of summary execution. They cover a large area in an inferno, and very few survive the effects as they burn from the intense, radiating heat

Damage: 5d10+10
Penetration: 1
Type: Explosive
Range: 300m
Craftsmanship: Common
Traits: Blast (15); On Fire (-10 to Test)
Special: All targets beyond 10 Metres take no damage and just take the On Fire Test

Fratricide Rounds
Requisition: Bolt Weapons 25/ 35/ 45; Needle Rifles 35
Renown: Distinguished

A particularly insidious creation by the Vipers and Archmagos Biologis, these bolt rounds are designed to disable and disrupt the functions of a target’s internal organs, specifically that of Astartes Physiology. MIcro shock generators discharge in timed impact, releasing their energy at the sub-dermal layer of the Black Carapace, disabling their sacred unity with their Power Armour. A secondary payload of concentrated metabolic agents, similar to that used by Apothecaries is released soon after, wreaking havoc inside

Astartes are hit hardest by the effects, as his holy implants betray him. Larraman Cells clot within his blood vessels, bursting them veins and arteries. The Betcher’s Gland secretes tainted acid, burning the mouth and threatening to melt shut his windpipe. The Preomnor and Omophagea cannibalize themselves, forcing recurring visions in the Battle-Brother. The Haemastamen becomes hyperactive, diluting the blood and robbing oxygen from his body. This and much worse happens to the Astartes, yet his Oolitic Kidney stands idle, ignoring the chemicals it was engineered to accept

Manufactured by the Vipers in small quantities, they are in high demand by their brother Minotaurs, and if rumours are true, the Inquisition

Bought for Pistol, Basic and Heavy Bolt weapon variants as well as for Needle Rifles, it makes the following changes to the weapon profile:

  • Crippling (3); Crippling (6) for Astartes
  • Toxic (2); Toxic (4) for Astartes (This ignores the bonuses for Astartes Implants)

Minotaurs may requisition this Ammunition at a Renown rating of Respected. While this ammunition type is extremely rare even amongst the Astartes, its cruel effects mark out its wielder as one who fights his Brothers, loyal or otherwise. Users of this ammunition type suffer a -30 to all Interaction Tests with Astartes who see or know of its effects on Space Marines. It is up to his fellow players what stance they choose when one of them requisitions this foul ammunition

High-Grade Promethium
Requisition: 5/ 10/ 15
Renown: Renowned

Through secret alchemical processes, the promethium is distilled to allow for a consistent and uniform spray

Bought for Pistol, Basic and Heavy Flamer weapon variants, this increases their Range by 20m

Johan-Pattern Flux-Core Bolts
Requisition: 30/ 40/ 50
Renown: Famed

Discovered alongside two other STC designs in 992.M41 during the cleansing of Johan’s Eden. The bitterly fought war of the Mechanicus and their allies against the Necron menace bore fruit once the ancient data-cache was retrieved. In recognition for their support, Astartes Chapters attached to the War Congregation were gifted blessed transcripts of the design

A refinement of the more commonly used Vengeance Rounds, these bolts are much safer to handle as well as increasing its destructive potential, capable of melting ceramite as if it were wax

They are commonly distributed to their fellow Founding Chapters as the Vipers no longer have Bolt weapons as a standard weapon

Bought for Pistol, Basic and Heavy Bolt weapon variants, it makes the following changes to the weapon profile:

  • Penetration is changed to 12
  • Felling (2)

Cursed Founding Chapters may requisition this Ammunition at a Renown rating of Distinguished

Setting Notes – Campaigns dated before 992.M41 do not have access to this wargear!

Purified Plasma
Requisition: 5/ 10/ 15
Renown: Distinguished

An item in great demand amongst their fellow Founding Chapters, the Vipers have learned the secrets of removing impurities from plasma fuel cells, resulting in a cleaner energy emission without sacrificing power

Bought for Pistol, Basic and Heavy Plasma weapon variants, this removes the Overheat Quality from such weapons

Scorpus Missile
Requisition: 15
Renown: Distinguished

Converted for use in most Astartes Missile Launchers, this missile contains a warhead designed to specifically penetrate power armour at the cost of a smaller blast radius. It is said to have its origins in the dark days of the Horus Heresy

Damage: 2d10+5
Penetration: 10
Type: Explosive
Range: 300m
Craftsmanship: Common
Traits: Blast (4)

A dark reminder when brother fought against brother, the Kill Team suffers a -20 on all interaction tests to any Astartes outside the Kill-Team that can identify this ammunition. This penalty may be waived in the case of Chapters who have no issue with such acts, such as the Minotaurs (As per the GM)

Armour

Bastion Ward
Requisition: 60
Renown: Distinguished

A formidable form of squad defence, these large shields have enough energy to project a limited Void Shield around the user, thanks to the use of isotropic fuel rods that make up the shield’s frame. Care should be taken however, as Void Shields can overload and potentially become a danger to the wielder and allies alike

The Bulwark grants 4 AP to the arm carrying the shield and the body. As a Reaction or a Free Action on their turn, the wielder can activate or deactivate the Void Shield, projecting a 25 AP barrier that ignores Penetration in a 5 metre radius. Attacks from within this radius ignore the barrier’s AP value and it cannot stop targets from entering the field. A Void Shield can be overloaded if the attacks deal a cumulative 20 damage past the 25 AP.

If the Void Shield overloads, everyone inside the field takes 45 Energy Damage with 0 Penetration as the barrier explosively releases the energies it has absorbed. Once overloaded, it cannot be repaired under normal circumstances as the burned out fuel rods must be replaced.

Centurion Warsuit
Requisition: 100
Renown: Distinguished

Discovered in the Age of Apostasy and vetted for use by the Mechanicus centuries later (an extremely fast processing time for that organization), it has proven itself to have protection that rivals Terminator Armour, yet easier to manufacture. Its large size, slow speed and exposed head are some of the drawbacks that need to be addressed to fully exploit its strengths

The Vipers once favoured these suits in battle, but its use has waned over the millenia. WIth their currently low numbers, they have started to field Centurions once again to further increase their endurance in battle

Properly donning and removing the Centurion Warsuit takes at least fifteen minutes to observe the proper rites and rituals of bonding to power armour. In an emergency, one can eject from the Warsuit with a Half Action, launching the wearer 1d10+5 metres into the air as the Warsuit self-destructs, dealing 3d10 Explosive Damage with a Penetration 5 in a Blast (5). Due to its size, it cannot be transported in Rhinos and other similarly sized vehicles. As a rule of thumb, the Warsuit can use transportation that would be appropriate for a dreadnought such as a Stormraven’s cradle, Lucius-Pattern Drop Pod or Kharybdis Assault Claw

Centurion Warsuits have armaments that are canonically attributed to them as per the divinations of the Techpriests of Mars, equipping one of the following weapons on each arm. The weapons below are included in the Requisition cost of the Warsuit, even if they are instead equipped with different weapons

  • Graviton Cannon (Rites of Battle p. 137)
  • Heavy Bolter
  • Hurricane Bolter (Rites of Battle p. 171)
  • Seismic Hammer
  • Twin-Linked Lascannon
  • Twin Linked Flamers
  • Twin-Linked Meltagun

In Addition, every Warsuit has either an integrated Astartes Missile Launcher, Hurricane Bolter or Ironclad Assault Launcher (Rites of Battle p. 182) which can be fired along with their other weapons in an Action

Wearing the Centurion Warsuit makes the following changes to its wearer:

  • Size is now Enormous (+20 to hit, -20 to concealment and move is now Agility Bonus +2)
  • Strength Characteristic is now 75 (Unnatural Strength x3)
  • Agility Characteristic is now 30
  • AP to all locations is now 16, except the Head
  • The wearer cannot Dodge, Swim or Run, with limited access to the Climb, Jump and other Movement actions
  • The wearer counts all melee weapons as having the Unbalanced Quality or worse
  • The wearer gains the Auto-Stabilized Trait (Always counts as Braced) and can equip Mounted Class weapons
  • The wearer gains the Brutal Charge Trait
  • The wearer gains the Sturdy Trait
  • The wearer gains the Two Weapon Wielder (Melee) OR (Ranged) Trait if they do not already possess it

Finally, the Centurion Armour can be equipped with an Omniscope (Rising Tempest p. 101) for 30 Requisition at a Renown Rating of Hero. This scope combines the benefits of the Red Dot, Telescopic and Preysense Scopes as well as granting a +20 to all Perception Tests to see in the dark. This scope is integrated into the Centurion Armour and cannot be used without wearing it

Siege Mantlet
Requisition: 20
Renown: Respected

Originating in the glories of the Great Crusade, these were extensively used by the Imperial Fists and the Iron Warriors in siege warfare to allow squads of Space Marines to advance in relative protection if they are unable to bring to bear armoured transports or forced to march upon open ground. Due to its ungainly weight, it is quickly discarded or deployed once they reach their targets

The mantlet must be carried in at least one arm and grants 15 AP to attacks from the front and can be properly deployed or picked up with a Half-Action, counting as Total Cover with 15 AP. Specially designed ports allow the bearer to fire a Basic or Pistol Class weapon from their other hand, and Heavy Class weapons as well if deployed.

While it can be carried by Astartes in Power Armour or Terminator Armour, the bearer is extremely limited in mobility, counting his Movement as halved, unable to Dodge, Run and a -20 to WS, BS and Agility rolls, as the mantlet is too heavy and unbalanced to carry while fighting.

Tactical Dreadnought Armour = Arkonak-Pattern
Requisition: 140
Renown: Hero

A further refinement of the already advanced Tartaros-Pattern, it is perfectly tailored to the aggressive tactics of the Minotaurs. It grants surprising speeds in short bursts, making the already ferocious Minotaurs even more deadly

The first one crafted by the Vipers was presented to the Chapter Master of the Minotaurs, Asterion Moloc on M36, after for FIrst Siege of Arx. The Minotaurs requested that the armour have advanced personality engrams integrated into the suit, but declined to divulge the purpose of the request

The Arkonak-Pattern Terminator Armour is identical to the “standard” Terminator Armour in the Core Rulebook, but allows the wearer to Run and Dodge. However, they cannot take advantage of the Sprint or Step Aside Talent. As this is the most “common” Terminator Armour available to the Minotaurs, they can requisition this armour at 120 Requisition Points

Tactical Dreadnought Armour = Cataphractii-Pattern
Requisition: 100
Renown: Hero

The original incarnation of the Terminator Armour, it is more armoured and shielded than the Indomitus Pattern found in most Chapter armouries, while sacrificing even more mobility. It was formerly planned to be the replacement for Power Armour, but its large size and ungainly bulk meant that it was easily flanked or outmaneuvered in close-quarters battle

This Pattern of Terminator Armour still finds favour in some Vipers who carry the heaviest weapons in battle, for its superior armour combined with the harmonic shield generators meant mobility was not an issue at a distance

The Cataphractii-Pattern Terminator Armour is identical to the “standard” Terminator Armour in the Core Rulebook, but the AP is increased to 16 and the Field Rating is changed to 45 to represent the even thicker armour plates and shield generators

Due to the weight of the armour straining the servo motors, the Battle Brother counts all melee attacks as having the Unbalanced Quality (-10 to Parry, Lightning attacks not allowed), or worse if the weapon has the Unwieldy Quality. Also, Battle Brothers cannot benefit from their Black Carapace and counts as Hulking when being attacked

Their weight does offer advantages however. The Battle Brother counts as having the Brutal Charge and Sturdy Traits

Furthermore, if the wearer has another power field equipped, such as an Iron Halo or Storm Shield, power field results of 90 or higher are re-rolled to represent the overlapping fields

Tactical Dreadnought Armour = Gorgon-Pattern
Requisition: 120
Renown: Hero

Originally developed by the Primarch Ferrus Manus himself for the Iron Hands, it is based from the Indomitus Pattern and has been enhanced with experimental field generators similar to Conversion Fields, resulting in blinding flashes of light when struck. Unfortunately, the heat and radiation the fields emit mean that only the hardiest or those with cybernetics can wear the suit for any significant amount of time

Being resistant to such energies, some Vipers take advantage of the conspicuous effects of their defences and draw fire from enemies

The Gorgon-Pattern Terminator Armour is identical to the “standard” Terminator Armour in the Core Rulebook, but the Field Rating is changed to 55, with an Overload rating of 10, to represent the experimental conversion field. When struck by an attack that triggers the field, it emits a flash identical to the blinding effect of a Nova Grenade detonating where the wearer is standing

Unless the wearer has the Machine Trait (such as via the The Flesh is Weak Talent) or has a Toughness Bonus of at least 12, they can only wear the armour safely for a number of hours equal to their Toughness Bonus, after which they take 1 Fatigue and 1d10 Toughness Damage per hour thereafter. Any damage (Fatigue, Wounds, Characteristics etc.) taken after this time cannot be recovered while wearing the suit. Particularly cautious Battle Brothers may use the Void Hardening Armour Upgrade to increase this by four hours as the foam insulates them from the deadly energies before losing potency

Chapters who are based in radiation-heavy worlds or locales such as the Vipers or Salamanders may be exempt from this limitation as per the GM. As this is the most “common” Terminator Armour available to the Iron Hands, they can requisition this armour at 100 Requisition Points

Tactical Dreadnought Armour = Saturnine-Pattern
Requisition: 120
Renown: Hero

Functionally identical to the Indomitus-Pattern in terms of mobility and conventional protection, its main distinguishing feature is the psychic circuitry running through the armour, offering significant protection against daemons and sorcerers

It is said to have its origins in the Sol System, specifically the planet of Saturn. There are, however, no known Mechanicus facilities in the orbit of Saturn

The Saturnine-Pattern Terminator Armour is identical to the “standard” Terminator Armour in the Core Rulebook, but is counted as having the Hexagrammic Wards armour upgrade

Tactical Dreadnought Armour = Tartaros-Pattern
Requisition: 120
Renown: Hero

Created with the advancements reclaimed by the Mechanicus for use in the Mark IV Maximus Pattern Power Armour, it is the most advanced pattern of Terminator Armour commonly available to the Astartes, allowing for superior mobility without sacrificing protection

The Tartaros-Pattern Terminator Armour is identical to the “standard” Terminator Armour in the Core Rulebook, but allows the wearer to Run. However, they cannot take advantage of the Sprint Talent

Armour Upgrades

Ablative Armour
Requisition: 15
Renown: Renowned

A common practice by the Vipers, scales of Adamantium are affixed to their armour, allowing them to weather the initial charge

AP on all locations is increased by 5. Every hit, whether you are damaged or not, reduces the bonus AP by 1 until it returns to its base AP value. Cannot be applied along with Arsenal Harness, Ceramic Plating or Void Hardening

Arsenal Harness
Requisition: 30
Renown: Distinguished

Vipers who take it upon themselves to bring death from afar commonly make this modification to their Armour, providing multiple hardpoints for the various weapons, and an integrated ammunition backpack to supply the weapons they wield in battle

Provides four (4) hardpoints on the Armour (one on each arm and shoulder) that can be mounted with ranged weapons up to the Basic Class. Weapons mounted count their Clip Size as thrice the standard, but reloading all the weapons takes 4 Full Actions which is not reduced by the Rapid Reload Talent due to the nature of the backpack. Cannot be applied along with Ablative Armour, Ceramic Plating or Void Hardening Armour Upgrades as well as the Astartes Jump Pack and any pattern of Terminator Armour

Limitations to the targeting arrays mean that mounted weapons can only ever fire at the same target of the arm they are attached to, and all weapons mounted on that arm (weapon in hand included) cannot benefit from Aim Actions

Ceramic Plating
Requisition: 15
Renown: Renowned

A thick layer of Ceramite is applied to the armoured surfaces of Power Armour, allowing it to temporarily withstand intense heat

All heat-based attacks (Flamer, Melta, Plasma etc.) have a Penetration of 0. This protection lasts for up to five hits, whether it is heat based or not as the plating is slowly eroded by attacks. Cannot be applied along with Ablative Armour, Arsenal Harness or Void Hardening

Terminator Coupling
Requisition: 10
Renown: Hero

With great care in placating the bellicose machine spirits, the Vipers are able to coax Terminator Armour to interface with unusual and exotic weapons, creating combinations not seen in any other Chapter

Terminator Couplings allow Terminator Armour to properly equip weapons not traditionally mounted on their frames, such as Conversion Beamers and the like. This cannot be applied along with Ablative Armour, Ceramic Plating or Void Hardening Armour Upgrades as well as the Arm/ Shoulder Mounting Weapon Upgrades

Void Hardening
Requisition: 10
Renown: Renowned

A common practice amongst space-borne Chapters, such as the Marines Errant, Void Hardening is a treatment of an insulating foam poured inside Power Armour that protects from hard radiation and hardens instantly on exposure to air or vacuum as well as specialized radiators that can bleed off or absorb heat as needed

Void Hardened Armour automatically seals when breached and retains its AP value for radiation-based damage. The treatment lasts for the duration of the mission, before the foam dries up and the radiators disintegrate from rapid cooling and heating. Longer missions may require additional applications of this upgrade at the GM’s discretion. Cannot be applied along with Ablative Armour, Ceramite Plating or Arsenal Harness

Battle-Automata

Castellax
Requisition: + DATA EXPUNGED +
Renown: + DATA EXPUNGED +

+ DATA EXPUNGED +

Thanatar
Requisition: + DATA EXPUNGED +
Renown: + DATA EXPUNGED +

+ DATA EXPUNGED +

Consumables

Crineta Resh Crystals
Requisition: 20
Renown: Renowned

A multifaceted crystal culled from the planetoids of the Crineta Resh Belt in the Sentanim System, home of the three Lathe Worlds. This crystal allows Psykers to focus their powers through the crystal, although they burn out quickly

With a Half-Action, the crystal can be readied for use. With a crystal ready, a Psyker can use the crystal as a focus, preventing a Warp Phenomena Roll (But not a Perils of the Warp Roll) for that casting. Whether the Psyker manifests a Warp Phenomenon or not, the crystal is consumed and rendered unusable after.

Lacuna Dust
Requisition: 20
Renown: Distinguished

A fine, jet black sediment from the planet designated as “Lacuna”, it is inert to the electromagnetic waves of the visible spectrum, among others. It can be applied as it is or as a pigment, making whatever it coats into a matte black colour and invisible to technological scanning

Said to come from a hidden world under the sway of the Mechanicus, all requests by the Inquisition on its location has been denied

The requisition cost is good for up to two applications to power armour or a number of smaller items as per the GM. Once coated, except for sight based detection, the object is rendered invisible via technological detection (Auspex, Screamers etc.). The application usually lasts for 12 hours, but may be shortened due to being soaked in water or any other effect that may remove the pigment.

Nephitic Acid
Requisition: 20
Renown: Renowned

A grey-green substance that can dissolve most materials in a matter of seconds before becoming a grey, inert paste. It can only be safely held in a pure silicate glass container, and even the most airtight bottle cannot hold back its bitter odour. It has become known amongst the Mechanicus as crude, if effective way to deal with mechanical opponents

The requisition cost is enough for a single dose in a small breakable container. It can be applied as a Half-Action WS or BS Roll to a target, dealing 2d10+10 Damage, ignoring Armour. Conversely, it can also be applied to objects, able to dissolve up to a five centimetre thick, one square metre of solid Adamantium.

Silver Anathema
Requisition: 40
Renown: Famed

A rare example of machine-poison, it was quickly banned by the Mechanicus for its disturbing effects. The secrets of its function is known only to well placed Magos and leaves many protruding metallic thorns on the skin of its victims

The requisition cost is enough for a single dose in a small breakable container. It can be applied as a Half-Action WS or BS Roll to a target. If the target fails a (-20) Toughness Test, it deals 2d10 Damage, ignoring Armour and Toughness. Add or subtract 1d10 to the damage roll for every Size category above or below Average, capping at 1d10 and 4d10 respectively.

Against Vehicles, it deals 2d10 damage ignoring armour, and other effects depending on the location applied to, such as a broken track link or damaged weapon.

Unguents of Warding
Requisition: 20
Renown: Distinguished

Hard won knowledge from fighting the denizens of the Warp, it is a combination of sacred oils and other exotic reagents. This somewhat caustic, sour-smelling liquid can ward off the daemonic from a person or a given area

The Unguents can be applied with a successful Challenging (+0) Forbidden Lore (Daemonic), Forbidden Lore (Warp), or Difficult (-10) Scholastic Lore (Imperial Creed) or Scholastic Lore (Occult) Test and 10 minutes. If successfully applied to an armour location or item, it now counts as Sanctified and/or counting as having Hexagrammic Wards. Failure means that the runes and litanies must be cleaned off and done again.

If applied to a location or area, Daemons cannot pass or interfere with the wards without passing a Very Hard (-30) Willpower Test. Warding an area takes at least three rounds or more as per the GM.

The requisition cost is good for up to two applications to power armour or a number of smaller items and up to 10 metre radius circle as per the GM. The application usually lasts for 12 hours, but may be shorted due to being soaked in water or any other effect that may remove the oils.

Tools

Autocensor
Requisition: 40
Renown: Famed

Restricted to the Techsorcists and other trusted organizations of the Mechanicus, this small, innocuous device hides one’s presence from the senses of machines or those similarly augmented. Such is its efficacy that it also affects those of Heretek and Xenos origin, and finds favour amongst Explorators and the Disciples of Thule

It can be a double-edged sword, as it also hides one’s own presence to allies and vox transmissions or the like cannot be used without giving away one’s position

When active, imposes a -30 to all tests to detect the user, and a -20 to all BS, WS and Dodge tests

This will only affect technological detection such as Autosenses, Auspex, implants, those who have the Machine Trait or mechanically augmented creatures such as Servo-Skulls and Servitors. Xenos and Heretek technology, such as Tau battlesuits and their drones are still affected, but only at half the penalties

Note that if the user attempts to use his own technological detection or communication devices such as Vox, Auto-Senses or sophisticated scopes like preysense, they lose the benefits of this device

Note that this is incompatible with the Djinn-Sight as their operations will conflict with each other when both are active

Djinn-Sight
Requisition: 40
Renown: Famed

A piece of technology converted for use in Astartes Power Armour, it was originally a sensory component in the Lorica Thallax. Once properly integrated in a Power Armour’s systems, it is able to pick up and translate a variety of readings from its immediate surroundings in unnatural clarity. Not designed for use with a sane human mind, the device cuts out all visual and auditory stimuli for the user to properly understand its readings. This does not seem at all to bother the Vipers

With a Half Action, the Sight can be activated and grants the user the Unnatural Senses Trait up to a radius of 40 metres or 200 metres in a 90 degree cone in a focused setting. While active, the user cannot see or hear normally, but does not count as Blind or Deaf for the purposes of combat or other situations, sensing the world in a very alien perspective. Limit of one sight still applies

Note that this is incompatible with the Autocensor as their operations will conflict with each other when both are active

Liber Arx Custodes
Requisition: 40
Renown: Distinguished

Tomes bound by tablets of obsidian stone culled from their home, they contain the hard-won knowledge the Vipers have accumulated in combat with the Demonic. While a potent font of knowledge, the malignant wisdom it has to share can endanger the soul of those ignorant of its contents

Using the Liber Arx Custodes grants a +20 to all Forbidden Lore (Daemonology, Heretek, Warp) Tests. However, failing those tests results in gaining 1d10 Corruption Points reduced by the lower of their Intelligence or Willpower Bonus, to a minimum of 1

Wargear

Astra-Pattern Teleportation Pack
Requisition: 40
Renown: Distinguished

An ancient and venerable piece of technology from mankind’s past, these small, personal teleportation packs allow a brave individual to plunge into the Warp for short durations and appear elsewhere in an instant

Teleportation packs require the Pilot (Personal) Skill to use properly and allows the user to perform a a safe, warp-guided jump to any visible location. Such jumps allow the user to double their base movement and travel in any direction without regard to terrain and obstacles

If the user has Psy Rating greater than 2, they can use their powers to protect them similar to a Gellar Field to travel much longer distances with a successful Hard (-20) Navigation (Stellar) Test. The limits of this travel are stated below:

PR 2 = Ship in low orbit to planet surface (up to 5,000 km)
PR 3 = Ship in geosynchronous orbit to planet surface (up to 40,000km)
PR 4 = Planet surface to ship on nearby void (up to 120,000 km)
PR 5 = Planet surface up to orbiting moon (up to 500,000 km)
PR 6 = Planet surface to closest planet
PR 7 = Planet surface to distant planet
PR 8 = Planet surface to any planet in a nearby system

Note that this cannot be used with Terminator Armour as this pattern of warp generator cannot translate such large quantities of mass

Binary Bombs
Requisition: 40
Renown: Distinguished

Also known as Scatter Casters and Cant Grenades, these devices skirt the tolerance of Vipers and their Mechanicus allies, but has been vetted for limited deployment. These vile devices send out discordant transmissions and Techna-Lingua gibberish, disrupting machines and those with augmetic implants

Large and rather noisy as befitting their purpose, they have enough power to operate for an hour before going dark

Requiring a Full Action to set up and tear down, they can affect devices up to 100 metres, which may be reduced by walls or other obstructions. Technological devices in the area are negatively affected, taking a -10 penalty to tests to operate them or while wearing them, such as Power Armour, artificial limbs and vehicles. Those heavily augmented, suffer worse effects, with those with the Machine Trait suffering a -30 to all tests. Those with the The Flesh is Weak Trait take a Penalty equal to ten times their Trait level, up to -30

Devices can be made immune to its effects with the proper warding beforehand and the integration of censor-cyphers to block out the machine’s vile emanations

Misericorde Pod
Requisition: 25
Renown: Distinguished

An adaption of the recoil harness used in the Caestus Assault Ram, this relatively small pod can accommodate a single Power Armoured Space Marine inside its structure, with space for some wargear. Shot from an orbiting vessel or dropped from low orbit, they function similarly to drop pods but are even harder to intercept. Designed to explosively break apart before impact, they cover the Marine’s landing with deadly shrapnel as they hit the ground ready for battle

Deployed in an identical fashion as Drop Pods, but their landing zone is counted as being hit by a Frag Missile before they land. Deployment of multiple, simultaneous pods must roll separately for dispersion and other factors. Unlike the Drop Pod, they do not have advanced guidance systems and if it disperses onto hazardous terrain, the passenger can attempt a (-20) Agility Test to break the pod prematurely in time to glide elsewhere with the emergency grav-chute. The unfortunate passenger is in the air for two Rounds before safely landing

Omniscope
Requisition: 40
Renown: Hero

Prized by marksmen all over the Imperium, these are said to be used by the deadly Vindicare Assassins, though very few survive to make the claim more than once. Each one is tailored for a single person, crafted to be in sync with their biometric signature, ensuring perfect accuracy

This scope combines the benefits of the Red Dot, Telescopic and Preysense Scopes as well as granting a +20 to all Perception Tests to see in the dark. Due to the nature of its construction, no one can use an Omniscope not tailored to them. One scope limit still applies

Weapons (Melee)

Disruption Maul
Requisition: 25
Renown: Distinguished

A specialized weapon developed by the Mechanicus, its power field is specially tuned to cause interference with rebellious machine spirits and strikes with enough force to punch clean through power armour

Class: Melee
Damage: 1d10+3
Penetration: 8
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Haywire (Target Only); Power Field; Shocking (1), Unbalanced

Galatine-Pattern Power Sword
Requisition: 50
Renown: Famed

Forged using the techniques poured into the Raiment of Gawain, these longswords still bear the craftsmanship of the Vipers, befitting of Chapter Champions and relics in their own right. While a potent weapon indeed, it is said to be in the shadow of an even more venerable pattern of longsword, described as a “shard of frozen lightning”, although further records are lost

Despite the quality of these weapons, they are uncommon amongst the Vipers for reasons unknown

Class: Melee
Damage: 1d10+6
Penetration: 8
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Balanced, Fast, Power Field, Razor Sharp, Tearing
Special: Counts as Relics for the purposes of Parrying or being Parried (destroys non-relic weapons on a 75+ result from a 1d100 roll)

Lash of Benediction
Requisition: 30
Renown: Distinguished

More commonly associated with the Adepta Sororitas, these whips use cords spun from the death shrouds of saints and devotional parchment, making them anathema to creatures of the Warp. It has been scaled to the dimensions of an Astartes wielder , and proves to be a threat even to more mundane foes

Non-Astartes may use this weapon if they wield it two-handed, otherwise, they take a -20 to all tests to use this weapon

Class: Melee
Damage: 1d10+1
Penetration: 0
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Flexible, Sanctified

Special:

  • Daemons, Psykers and other creatures who dwell or draw power from the Warp do not factor in their Toughness when reducing damage from this weapon
  • This weapon cannot be destroyed by the Warp Weapon Quality
  • Due to its length, it can engage opponents up to two (2) metres away. The user does not count as being in Melee combat unless the foe closes in or has a weapon with similar reach

Magen Breaker
Requisition: 30
Renown: Distinguished

Even the most potent weapon can be turned aside by arcane or technological protection. For such defences, the Techpriests of Mars used these rare, two-handed weapons to thwart and remove such barriers. Emitting strange energies in different frequencies and dimensions, they can disrupt power fields and even protective sorceries if sufficient force is applied

Class: Melee
Damage: 1d10+10
Penetration: 0
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Shocking (1), Power, Unwieldy
Special: Attacks from this weapon are automatically blocked by Fields and increases their Overload Rating equal to the Damage roll for that attack only. Fields broken in such a way cannot be repaired or manifested again for the battle. This effect is ignored if the Target’s field cannot overload (Such as with Terminator Armour)

Magna Coil
Requisition: 40
Renown: Famed

A rare choice of weapon for the Vipers, this weapon was designed by Artificer Orm Handen after his near-fatal encounter with daemons within the Black Holds of one of their ships. Each one has at its core the same fibre bundles that are found in Astartes Power Armour, and can be synchronized with the Black Carapace, allowing perfect control over their movements

Class: Melee
Damage: 1d10+8 (Default)
Penetration: 6 (Default)
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Flexible, Power

Special:

  • Requires Exotic Weapon Training (Magna Coil) to use
  • Can only be used when wearing Power Armour or Terminator Armour, as it requires a connection with the Black Carapace
  • Due to its mutable nature, its profile can be changed as a free action once per Round to one of the following:
    • Lightning Claw
    • Power Sword
    • Power Fist
    • Power Lance
  • Regardless of its profile, it can engage opponents up to two (2) metres away. The user does not count as being in Melee combat unless the foe closes in or has a weapon with similar reach
  • Due to bio-beefback, if the weapon is sufficiently damaged, the user must test Toughness at a -30 or be stunned for one round and suffer 1d5 Fatigue Damage

Manus-Pattern Seismic Hammer
Requisition: 30
Renown: Distinguished

More commonly associated with the Ordo Reductor, this massive, two-handed hammer is designed to smash apart bunkers and fortifications. WIth the lack of Siege or Ironclad Dreadnoughts in their ranks, some Vipers carry these weapons in the field of battle

Class: Melee
Damage: 2d10+11
Penetration: 3
Type: Impact
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Concussive (1); Proven (3), Unwieldy
Special: Additional 2d10 Damage to Structures

Thermal Lance
Requisition: 30
Renown: Distinguished

The complementary weapon to the Siege Hammer, the Thermal Lance is designed to penetrate the thickest armour at the expense of destructive power

Class: Melee
Damage: 1d10+2
Penetration: 8
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Flame, Lance, Unbalanced

Special:

  • Wielded with two hands, it loses the Unbalanced Quality
  • Due to its length, it can engage opponents up to two (2) metres away. The user does not count as being in Melee combat unless the foe closes in or has a weapon with similar reach
  • The Lance Quality has Recharge after being used. The wielder can choose whether to use the Lance Quality or not before an attack

Weapons (Ranged)

Catalytic Mass Driver
Requisition: 50
Renown: Distinguished

A miniature example of gravity cannons found in the Nova Cannons of capital ships and the Accelerator Cannon of the Fellblade. Traditionally loaded with high-density penetration rounds for hardened targets and a fragmenting sabot round for infantry. It’s main flaw is that the weapon has to be manually loaded. It still finds use in the Vipers thanks to its excellent range and the tactical flexibility of available ammunition

It has more recently been compared to the Rail weapons of the Tau, as both work on similar mechanisms. While not as powerful as those mounted on Hammerhead Gunships or the XV-88 Broadsides of the Tau, it’s smaller size and superior range means it is easier to bring to bear and can be used from hidden vantage points

The below profile is for the High-Density Round and the Fragmentation Round respectively

Class: Heavy
Damage: 3d10+10
Penetration: 15
Type: Explosive
Range: 500m
Rate of Fire: S/ -/ -
Clip: 1
Reload: 2 Full
Craftsmanship: Common
Traits: Accurate; Felling (2); Proven (4), Recharge, Reliable

Class: Heavy
Damage: 2d10+10
Penetration: 5
Type: Rending
Range: 150m
Rate of Fire: S/ -/ -
Clip: 1
Reload: 2 Full
Craftsmanship: Common
Traits: Blast (5), Devastating (5), Recharge, Reliable

Kheres-Pattern Assault Cannon
Requisition: 50
Renown: Distinguished

A precursor design to the more common Absolo and Hailstorm patterns, the Kheres Pattern Assault cannon was originally designed for short duration, high-intensity engagements. Utilizing a larger caliber of rounds and superior rate of fire, it’s shorter effective accurate range needs to be taken into account when deploying such a weapon

Class: Mounted
Damage: 2d10+14
Penetration: 4
Type: Explosive
Range: 75m
Rate of Fire: -/ -/ 10
Clip: 100 Ammo Pack
Reload: 1 Full (See Special)
Craftsmanship: Common
Traits: Devastating (1); Lance; Storm
Special: Due to wear and tear, each barrel is expected to only last through a single full ammo pack, and thus, to reload the weapon, the barrel must be replaced. To replace the barrel is a Full Action and requires a successful (+0) Tech Use Test. Spare barrels (along with the Clip) cost 15 Requisition

Mauler Bolt Cannon
Requisition: 40
Renown: Distinguished

A man-portable version of the Avenger Bolt Cannon, the superior materials and design means that a Space Marine can carry this weapon to the front lines. Firing rounds of a higher caliber and explosive potential than the Heavy Bolter, it defeats armour by chewing through plating with its high rate of fire. It was once common to the Vipers, but has fallen out of favour and replaced by Volkite Weapons. It is still a traditional rite of passage for Vipers to create one of these as an offering to their fellow Founding Chapters

Class: Heavy
Damage: 1d10+14
Penetration: 2
Type: Explosive
Range: 150m
Rate of Fire: -/ -/ 16
Clip: 80 (Drum); (160 Ammo Pack)
Reload: 2 Full (Drum; 4 Full (Ammo Pack)
Craftsmanship: Common
Traits: Lance; Tearing

Special: Due to its larger caliber, Special Bolt Ammunition for this weapon is requisitioned based on Heavy Bolter rounds plus 10

Nuada-Pattern Aurora Cannon
Requisition: 70
Renown: Famed

An ancient and venerable pattern exclusive to the Mechanicus and their closest allies, the Aurora Cannon uses a process similar to the more “common” Conversion Beamer, but instead of using the matter between the weapon and the target, it uses exotic crystals as the catalyst for a more powerful blast. Its name comes from the dazzling colours the energy beam inherits from the crystals used

While extremely powerful and consistent in its performance, even the slightest rupture in its firing chamber can result in a fatal, if spectacular, explosion

Class: Heavy
Damage: 8d10+10
Penetration: 12
Type: Energy
Range: 450m
Rate of Fire: S/ 0/ 0
Clip: 4
Reload: 4 Full
Craftsmanship: Common
Traits: Accurate; Blast (5); Felling (2); Recharge, Reliable
Special: On a Natural Roll of 100 or if the weapon is damaged by a Called Shot or other circumstance, roll a 1d10. In a result of 8-10 the weapon detonates, dealing its stated damage, centered on the unfortunate wielder. Exceptional and Master Crafted variants increase the result needed to 9-10 and 10 respectively

Taranis Siege Battery
Requisition: 50
Renown: Distinguished

The Viper’s answer to close support ordinance, the Siege Battery can be used to launch frag or krak munitions over obstacles with unerring accuracy thanks to the integrated auspex array

The Siege Battery is coupled to Power Armour or Terminator Armour via the backpack and cannot be equipped alongside Jump Packs or similar Wargear

Due to the large amount of recoil while firing, the user must spend a Full Action bracing himself if he is wearing Power Armour. This cannot be ignored by the Bulging Biceps Talent.

The standard drum has six of each munition type, but can be changed as required. Ammunition can be cycled for the ammunition used for a particular attack. Attacks cannot have mixed rounds. Due to advanced cogitators, the weapon suffers no Penalty on Indirect Shots with a Full Action of Aiming.

The below profile is for the Krak and Frag Round respectively. Requisition of additional ammunition drums, regardless of composition, cost 10 Requisition each

Class: Heavy
Damage: 5d10+8
Penetration: 8
Type: Explosive
Range: 200m
Rate of Fire: 1/ 3/ -
Clip: 12
Reload: 4 Full
Craftsmanship: Common
Traits: Blast (1); Indirect, Reliable

Class: Heavy
Damage: 2d10+2
Penetration: 4
Type: Explosive
Range: 200m
Rate of Fire: 1/ 3/ -
Clip: 12
Reload: 4 Full
Craftsmanship: Common
Traits: Blast (6); Indirect, Reliable

Photon Thruster Weapons

Due to the sheer power of Volkite Weapons, Plasma Weaponry has been largely replaced with the even more powerful class of weaponry called Photon Thrusters. These arcane weapons fire needle-thin beams of darkness, making a mockery of even the heaviest armour

However, even with the supreme knowledge of the Mechanicus and the Vipers, their workings are little understood beyond their construction and maintenance, and even the slightest rupture will result in a catastrophic event that will make even a catalyst breach in an Aurora Cannon look like a small spark

Photon Weapons have the Lance Quality, which multiplies the Penetration value of the weapon equal to the degrees of success on the attack

Photon Weapons, if damaged, have a chance of exploding catastrophically. Roll a 1d10 every time they are damaged, on a result of 8 to 10, the weapon detonates, dealing damage equal to the weapon’s profile in a Blast (10) and a Penetration of (20). Exceptional and Master Crafted variants increase the result needed to 9-10 and 10 respectively

Photon Gauntlet
Requisition: 70
Renown: Famed

A small wrist mounted device, its size belies power that kills all with but a sweeping gesture

Class: Pistol
Damage: 1d10+13
Penetration: 5
Type: Energy
Range: 10m
Rate of Fire: S/ -/ -
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Devastating (4), Felling (1), Lance, Spray, Recharge (2), Tearing
Special: Must be Wrist-Mounted

Photon Thruster
Requisition: 90
Renown: Famed

With a shape similar to the more “common” plasma gun, it holds the power to punch through even a Land Raider’s armoured hull

Class: Basic
Damage: 1d10+15
Penetration: 12
Type: Energy
Range: 50m
Rate of Fire: S/ -/ -
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Devastating (3), Felling (1), Lance, Recharge (5), Tearing

Volkite Weapons

The name given by the Mechanicus for a class of weapon dating back to the Age of Strife. These weapons possess a killing power surpassing almost every other weapon in their respective caliber. Working in similar processes to a melta gun, it emits a ray of heat powerful enough to cook a power armoured Space Marine alive. While little understood by the Mechanicus, the Vipers have unlocked the secrets to their creation and maintenance, but the discovery has yet to be vetted as a canonical design by Mars. While some Chapters are fortunate to have even one working example in their Armouries, the Vipers are, without exception, all equipped with at least a Volkite Serpenta as their personal sidearm

While relatively short ranged and lacking in tactical flexibility compared to Bolt Weaponry, the Vipers have little issue with these limitations as their tactics focus on relentlessly advancing towards their foe

All Volkite Weapons have the below rules:

  • Volkite weapons do not have clip or reload traits owing to their esoteric power sources, only requiring a short moment to replenish their capacitors.
  • When fired at Semi-Auto or Full-Auto, they gain the Overheat Quality for that Round and gain or increase the Recharge quality of the weapon by 1 and 2 respectively.
  • All Volkite weapons have the Deflagrate Quality. This means that the final damage after reduction by Toughness and Armour is doubled. This Quality does not apply to Vehicles or other targets that use Structure Points instead of Wounds
  • Renown Ratings for Volkite weapons use those of their equivalent Bolt Weapons for Vipers requisitioning/ crafting them (if they are Artificers). Otherwise, count them as Relics

Volkite Serpenta
Requisition: 40
Renown: Famed

The current sidearm of the Vipers, its power is equal to the more “common” Volkite Charger but has lesser range due to its smaller emitters

Class: Pistol
Damage: 1d10+18
Penetration: 4
Type: Energy
Range: 20m
Rate of Fire: S/ 2/ -
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Deflagrate, Devastating (2), Tearing

Volkite Charger
Requisition: 50
Renown: Famed

The basic weapon of most Vipers, its sheer power means that it can meet most threats with little resistance

Class: Basic
Damage: 1d10+18
Penetration: 4
Type: Energy
Range: 75m
Rate of Fire: S/ 3/ -
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Deflagrate, Devastating (2), Tearing

Volkite Culverin
Requisition: 70
Renown: Famed

A heavy weapon variant used as a squad support weapon, they have superior range and rate of fire compared to the Charger

Class: Heavy
Damage: 1d10+18
Penetration: 4
Type: Energy
Range: 100m
Rate of Fire: S/ 3/ 6
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Deflagrate, Devastating (2), Tearing

Volkite Caliver
Requisition: 80
Renown: Famed

A heavy weapon variant with a focus on rate of fire at the cost of range, it can unleash a deadly stream of energy beams that can slay with ease

Class: Heavy
Damage: 1d10+18
Penetration: 4
Type: Energy
Range: 75m
Rate of Fire: S/ 5/ 10
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Deflagrate, Devastating (2), Tearing

Volkite Carronade
Requisition: 100
Renown: Famed

A man-portable pattern of Voklite weaponry used in the Fellblade, it can fire a single coherent beam of energy, punching through everything in its way

Class: Heavy
Damage: 1d10+18
Penetration: 10
Type: Energy
Range: 200m
Rate of Fire: S/ -/ -
Clip: N/A
Reload: N/A
Craftsmanship: Common
Traits: Blast (1), Deflagrate, Devastating (4), Recharge (3), Tearing

Special:

  • Fires in a straight line, affecting all targets up to its stated range, and cannot affect anything over that range
  • Beam can be maintained, increasing its Damage by 1d10 and Penetration by 2 per round sustained. Moving targets mean that a BS test is required every turn or the bonuses are lost
  • The Recharge Quality increases by one every round the beam is maintained
  • If the beam is maintained for more than two turns, roll a 1d10, adding one to the result for every additional turn the beam is maintained. On a result of 8 or higher, the weapon overloads and explodes, dealing 5d10 Energy damage with Penetration 5 and the Deflagrate quality.

Weapon Upgrades

Integrated Power Supply
Requisition: 25
Renown: Distinguished

Attaching a thick power cable to a weapon, the Power Armour’s power plant supplies the weapon with energy, never needing to be reloaded

Can be applied to any Pistol or Basic Flamer, Las, Melta, Plasma, Volkite or any other energy weapon. That weapon no longer needs reloading or further ammunition thanks to their Armour’s power supply. However, the weapon ceases to function if the cable is severed and can no longer benefit from the Quick Draw Talent due to the cumbersome connections.

How many you can conceivably connect to your Power Armour is subject to GM approval

Lathe Blade
Requisition: 40
Renown: Distinguished

Despite the technical expertise of the Vipers, the simplicity of a finely forged weapon is still more common compared to powered weapons, which is most commonly manifested in the use of the exotic metals from the Lathe Worlds

Can be applied to any melee weapon, it grants the following improvements:

  • Increase Damage and Penetration by 3
  • Counts as Master-Crafted (Additional 1 Damage, +10 to all tests with the weapon)
  • Depending on whether the weapon has an edge or a flat surface, it grants either Razor Sharp or Concussive (1)
  • Cannot be destroyed by force, power or relic weapons
  • Counts as AP 50 for the purposes of attacks directed against it
  • Cannot benefit from power fields and other technological augmentation

Starflare Vents
Requisition: 10/ 20/ 30
Renown: Distinguished

Modifications to the magnetic coils of a plasma weapon to expand, rather than concentrate the energies results in a very deadly spray of solar energies, if at the cost of ammunition efficiency and range

Bought for Pistol, Basic and Heavy Plasma weapon variants, it grants the Spray Quality to for the weapon it is requisitioned for. However, the weapon’s range is cut by to quarter of the original and the clip size is halved (rounded up). Lastly, the weapon can only ever use the single shot setting. The Maximal Quality works as normal, except it does not increase the Spray Range

Storm Field
Requisition: 20
Renown: Distinguished

A frowned upon practice, a power field’s generator is replaced with a more powerful one, drastically increasing its power are the cost of stability

Requires a weapon that has a Power Field. Further increases the Damage and Penetration by 2 and any weapon without the Power Field, Warp Weapon or Force Weapon that parries or is parried by it is automatically destroyed. If the user rolls an unmodified 91-100, he is automatically struck by his own weapon, dealing damage, but without adding the user’s Strength Bonus

Relics

In the tradition of their Chapter, the Vipers do not disturb the possessions of their fallen, no matter the circumstance. Instead, what would be considered Relics to them are those forged with the skill of their finest Artificers and bequeathed to the Chapter itself, forever remaining in the hands of the living.

Many of their Relics push at the boundaries of human knowledge and some may even be considered Tech-Heresy to less enlightened individuals.

It goes without saying that unless the Viper has been entrusted with these during his Vigil or has received the Omnissiah’s divine vision to create these sublime items, they are not available to the Viper or any other Battle-Brother for that matter

Malefact Maloreum
Requisition: 100
Renown: Hero

Grimoires of True Names are a valuable commodity amongst those who would combat and control the denizens of the Warp, but many are incomplete, or worse, subtly changed to cause certain doom to those who would utter the names of Daemons. The Malefact Maloreum is a near-complete compendium of the True Names of known Daemons, making it invaluable in the Viper’s charge to defend the Arx Gate

While the Vipers remain silent on how they came into possession of this valued relic, that they only rarely find recourse to use it stands as a testament to their skill at stemming the tide of Chaos

The Malefact Maloreum grants a +20 to any Forbidden Lore (Daemonology) test. Furthermore, with the Malefact Maloreum on hand, the bearer can attempt to find and utter the True Name of a Daemon with a Forbidden Lore (Daemonology Test), modified as dictated by the GM. Speaking the True Name of a Daemon is a time-consuming process, and while no test is required to utter it, it is up to the GM to determine how long it will take. While speaking the True Name, the user cannot perform any other action, but cannot be harmed in any way by the daemon whose name is being spoken.

Every turn the user spends speaking the Daemon’s True name, the Daemon in question reduces all their Characteristics by 10, up to a maximum reduction of 50, but no Characteristic may go below 1. Upon fully speaking their True Name, they lose their Daemonic, Undying and Stuff of Nightmares Trait, as well as one level of all their Unnatural Characteristic Traits.

Raiment of Gawain
Requisition: 140
Renown: Hero

In the stories of the Vipers, a powerful Daemon manifested on the sunside of their planet, starting a vile ritual that would break their home in two. Unable to push through its lesser minions and shielded by an unnatural wind from bombardment or teleportation, the assembled Artificers created this porcelain white armour. Through secret processes, it drew great power from their sun, magnified threefold at its peak. With his brothers holding the unholy host, a brave Viper charged the Daemon and cast it down with blows that would cripple Land Raiders

At the last, the warp-spawn was banished and the armour now rests, awaiting the call of arms once more

The Raiment of Gawain counts as Artificer Armour, with AP 15 on all locations (Includes Master-Crafted bonus). The armour counts as Sanctified and Warded, and unarmed attacks use the Power Fist Profile, replacing the Unwieldy property with Holy. Power Armour Strength bonus is now +30. If the armour is exposed to large amounts of sunlight, such as in high noon or the open void, they gain an additional level to their Unnatural Strength.

Sollex Blade
Requisition: 80
Renown: Hero

A manifestation of the formidable knowledge of the Divine Light of Sollex, this weapon harnesses raw plasma in an expanded magnetic field, barely holding back the energy, only to break containment on contact with a foe, engulfing them in a scorching lash of solar energy. While a straightforward weapon to build, any Viper who has crafted one has performed supplication before the sect of Sollex before the undertaking, in respect to their achievements in Las and Plasma weaponry. As such, only a dozen have ever been in the possession of the Vipers

The field is not perfect and some Vipers have been slain by the weapon as the field unexpectedly slips

Class: Melee
Damage: 2d10+16
Penetration: 8
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: 10 (See Special)
Reload: 1 Full
Craftsmanship: Master
Traits: Balanced, Devastating (2), Fast, Lance, On Fire, Volatile

Special:

  • Do not add the wielder’s Strength bonus to melee damage rolls due to the lack of significant mass on the “blade”
  • The weapon draws power from a plasma canister on the hilt similar to a plasma pistol, and can only operate for ten rounds of continuous use before needing to be replaced or recharged
  • Whenever the user suffers a failure with a Weapon Skill test by three or more degrees of failure, they automatically get hit by the weapon, factoring in any bonuses and penalties
  • If parried or successfully parries, automatically destroys any non-Relic or non-Force weapon

Verum Torris
Requisition: 70
Renown: Hero

All Warsmiths forge their own Force Weapons, culling the volcanic stone of their home into a form of their choosing. Some fashion spears, others drills and claws, all shape the stone into something they can channel their powers with finesse. Some however, desire to harness their powers in its raw, primal form. Force Weapons incorporate psychic circuitry to control the energies psykers manifest, but weapons that are called the Verum Torris do not

Not a particular weapon, but a creation undertaken only by the most powerful and skilled Warsmiths, the Verum Torris also takes the form of traditional weapons, but are made for truly cyclopean proportions. All are massive weapons of a size of their own league, with dimensions comparable to what a mortal man might see in the weapons of the Astartes. No matter their form, they do not incorporate psychic circuitry, channeling raw power in their brutal forms

Class: Melee
Damage: 3d10
Penetration: 0
Type: Energy
Range: Melee
Rate of Fire: N/A
Clip: N/A
Reload: N/A
Craftsmanship: Master
Traits: , Devastating (5), Force, Unwieldy, Volatile

Special:

  • Depending of the weapon’s design, it can have one of the following Qualities: Concussive (3), Crippling (3), Felling (2), Proven (4)
  • Requires two hands to wield in battle
  • Unnatural Strength is increased by one step for the purposes of dealing damage
  • When performing an All Out Attack, the weapon gains the Warp Weapon Quality
  • In lieu of the standard Force Weapon effects on striking a target, the Viper can instead attempt to use an offensive Psychic Power centered on the target (or affecting the target in the blast radius as applicable)
  • When fighting in sufficiently tight spaces (as per the GM) its large size imposes a -20 to all WS rolls

Volcanic Armoury

Deathwatch: Scything Talons Cokesakto Veloranz