The Pangolin Saloon is on the move, to bigger and better location!
New features include faster and more reliable access, a brand new look, the ability to log in and comment on a page, all the exisiting pages on the site are being updated and much more. Take a look and let me know what you think.
Equipment And Skills
Rules And Ramblings
Noteable Characters
Character Classes
Campaign Index
New This Week
Communicate
Fluff Library
Links
The Vault! - Now you have found it, dare you enter?
The Pangolin Saloon
+++Subject & Author+++
Daemonic Firearms - Grant Howitt

+++Thought for the day+++
Inquisitor Logo

Alright, some of you may not agree with me, but I reckon that not only simple combat weapons should be daemonic but firearms as well.
How?
Dead simple.  You give them one or more of the following abilities below, and represent them with a suitably funky model.  The weapons may take control of their bearers as per weapons.  The abilities are counted the same as the book for Willpower (Deamonic Beast, etc.). Weapon shots can be nullified as per psychic powers, the amount the test is passed by counts as a negative modifier to hit.  If the to hit roll goes below 0%, the shot is "nullified" and has no effect.  You can use Willpower instead of BS when rolling to hit (like the new psychic power Zen Shooting).

Abilities: (Note: Most daemon firearms have no reload (during the game) - where you could get daemonic ammo from?  You could have extra ammo in some special cases, the user must pass a willpower test to recharge the magazine, if failed the bearer counts as being shot by their own weapon)

Warpflayme: The ammunition, after being fired, bursts into green-white flames. Upon impact, unearthly fires break out all over the target. A target, if hit, may be set alight as Inferno bolt shells but with a -30% modifier to put the flames out.

Screaming: As they travel through the air, the shells reform to resemble screaming warp-daemons, whose wails can be heard for miles around. The weapon can be heard at 4 times it's normal distance away, and any targets must make an automatic pinning test at -20%.

Hail of death: The weapon fires an unnatural number of shells, and the sheer noise produced is deafening. The weapon fires 3 times as many shots as normal, and can be heard from 2 times the distance as normal. Note that all shots over 5 count as full auto, with 2-5 counting as semi.

Daemon Power: The weapon uses a suitable power from the daemon weapons table on pages 78-9 of the Inquisitor rulebook. (Bound, Deathlust and Resurrection are ok but Lashing, Vampyre and Flight are less suitable. If in doubt ask your GM).

Unearthly Power: The weapons damage rating goes up by D3 D6's (i.e. the damage rating goes up by 1, 2 or 3 D6).

Soul Hunter: The enchanted bullets can sense souls, and seek them out in flight. The weapon counts as range H. This has no effect if combined with full auto.

Mind Destroying: If the weapon penetrates armour it has the additional effect of a single neural shredder hit on the target.

Psychic Power: The weapon is enchanted to have an effect similar to a psychic power. The GM will decide if a power is suitable (suitable powers include Choke, Blood Boil, Enfeeble, Psychic Shriek, Psychic Impel, Blinding Flash, Fireball/storm and in really special cases Vortex of Chaos).

Warp Teleport: The ammunition can pass through normal physical barriers as it flies towards the target. The shots ignore all armour, cover and forcefield protection a character can have, but psychic wards nullify this effect.

Electric Force: When the round is fired, it is accompanied by a swirling electrical field of energy which impacts into the target and wracks their body with power. The ammunition counts as a shock weapon, and targets may be stunned as per these weapons.

Silent Storm: The weapon now fires ghostly images of shells, which although being completely silent still retain their power.  The weapon can no longer be heard and has no muzzle flash, but can be sensed with the Psy-track power.


HOME | DISCLAIMER | CONTACT ME | TOP