- Feb 12, 2008
- 27,732
Ok then time to get working on some of the rules.
For those of you who don’t know, ideas are discussed, and when the majority agree, this first post is updated with the agreed concept(s).
So this thread is to start looking at basic weapons, because if we don’t have these then it will be difficult to design the units that use them. When putting forward ideas, please try and give as much detail as possible, what use you see them for etc.
So here are my ideas:
Firstly – generic weapon rules. These are special rules that relate to sonic weaponry, and all sonic weaponry will be one of these types:
Focused Beam
The advanced technology of the Chiro have managed to focus the powerful sonic weapons into a much tighter confinement beam. This focused shot acts like a drill when it comes into contact with a solid substance, causing vibrations at a molecular level which breaks bonds apart, thus being extremely effective at penetrating armour. However the beam can start to disperse over long distances, resulting in loss of efficiency
All weapons with this rule count as having AP2 when a roll of 6 is made to wound.
Wide Beam
The original weapons created by the Cythors were primitive, and this could only create a short range concussive blast. Nonetheless the power of the weapon is potent enough to disorientate their foe, leaving them vulnerable to assaults. Such was the effectiveness of this in close combat, that an adaptation was produced for various Chiro weapons
All weapons with this rule must be assault weapons, and if used prior to charging, the unit counts as having frag grenades when they charge.
Pulse
These weapons are generally more explosive in nature, sending out a shockwave over a certain area. The result can cause disorientation and nausea, as well being very disconcerting for the enemy.
All weapons with this rule must be blast template weapons. Weapons with this rule will have the Pinning rule, though the affected unit suffers -1 to their Ld to see if they are affected.
Ok, now onto the weapons:
Selene Arm Cannon
This weapon is the most basic weapon developed by the Chiro. The weapons host has their left arm surgically removed and the weapon grafted in its place. Instead of one crystal, a circular array of smaller crystals produces a focused sonic pulse when stimulated by the weapons nanobots. After firing the nanobots then need to recharge momentarily in the hosts bloodstream before firing again, meaning the weapon has limited firing speed. The main benefit of his weapon is that the host does not have to be entirely infected with nanobots to operate, meaning it can be grafted onto humans.
Range: 24"
Strength: 3
AP: 5
Assault
Focused Beam
Bacchus Arm Cannon
This variation is a marked improvement over the original, being much more adaptable, however with a notable difference that it is more integrated into the hosts body. It has much more complex parts, requiring that the host have a higher saturation of nanobots in the hosts body.
The weapon may fire in Mode A or B, chosen before firing. If a unit is using the weapons, the must all pick the same mode.
Mode A ......................Mode B
Range: 24...................Range: 12
Strength: 3.................Strength: 4
AP: 4.........................AP: 5
Rapid Fire...................Assault 1
Focused Beam.........Wide beam
Hades Disruptor
Perhaps one of the most unusual weapons produced by the Chiro, it was actually developed during their first civil war. With nano-shielding it became increasingly hard to effectively use sonic weapons against one another, and thus a weapon was designed to negate this. It works much like a standard focused sonic weapon on a much larger scale, however it fires a sustained pulse. When this comes into contact with any kind of energy field, it breaks it down and transfers it back on a inverse pulse, effectively “sucking” the energy from the target. This energy is then used to recharge the weapon for its next shot. Heavy and cumbersome, this weapon is nonetheless extremely effective against any energy shielding and machines.
Range: 36”
Strength: N/A
AP: (N/A)
Heavy 1
Any unit that is hit by this weapon must role for 1D6 for any of the following (rolling per group, not item):
- Any psychic equipment (ie. Force Weapons, Psychic Hood, etc)
- Any power weapons (excluding psychic equipment)
- Any invul saves (excluding psychic equipment)
On a 4+ those items cease to function until the start of the next Chiro turn. Any weapons simply count as normal hand weapons. Units that are in cover, or named special items are harder to drain, as such any successful rolls on these units / items must be re-rolled (though a dice can only be re-rolled once).
If a vehicle is hit, roll 1D6 and use the following table:
1 – The beam fails to successfully drain an effective amount of energy - No effect
2-3 The beam manages to partially drain the enemy Immobilised or may not fire weapons until the start of the next Chiro turn (owning players turn).
4-5 The beam manages to fully drain the enemy, rendering them defencelessImmobilised and may not fire any weapons until the start of the next Chiro turn
6- Overload! The drain has shorted many of the vehicles systems, resulting in damage. However it is possible the disruptor has drained too much… Same result as 4-5, however in addition also roll on the Vehicle Damage table. If a 6 is rolled on the table, in addition to the Vehicle being destroyed, the feedback destroys the Disruptor, instantly killing its bearer with no saves allowed.
NB: In the case of skimmers they are not destroyed if immobilised on results 2-5. It is assumed their anti-grav field simply fluctuates meaning then can’t move, but they don’t crash.
Poseidon Launcher
This weapon was designed to be anti-infantry, subduing large numbers of unarmoured foes with ease. It works into two parts. The launcher is basically a tube with a crystal that when activated fires a capsule. The long firing chamber means the weapon has great range, although for stability the weapon requires to be fired when stationary. Once the capsule hits its target, the outer casing breaks apart, causing the now exposed nanobots to activate. Rather than just firing the crystal that was also in the capsule, they overload and destroy themselves in the process, causing an equally catastrophic reaction in the crystal. The ensuing sonic explosion is massive, though somewhat lack in armour penetration
Range: 48”
Strength: 6
AP: 5
Heavy 1
Large Blast
Pulse
Zeus Cannon
The pinnacle of Chiro technology, this weapon is the most powerful non-titan weapon at their disposal. A specially cut crystal the size of a man is activated producing a massive sonic shockwave. This wave is then directed into a shield sphere which resonates at a frequency found to increase the power of the pulse. This has an exponential effect, cause the blast to build up to cataclysmic proportions. Just before it overloads the containment shield it is then released upon a focusing chamber that tightens the blast into a devastating beam.
Range: 48"
S: 9
AP: 3
Heavy 1, Blast, Lance
Focused Beam, Pulse
This weapon must be mounted on a chassis that can support three or more weapon / shield nodes (I will discuss this elsewhere), and takes up three full nodes. It also requires a very stable platform, and thus can only be fired providing the chassis as not moved that turn.
When firing this weapon, no role to hit is required. From the weapon place a straight line across the board. Any unit / vehicle on this line is hit by the beam. Using the small blast template with the centre hole place on the line, move the template down the line. Any models touched by the template are counted as being it by the weapon. Once you have confirmed who has been hit, resolve to hit as normal.
Ares Cannon
Named after a long forgotten god of war, this cannon was designed to be one of the most destructive weapons in the Chiro's arsenal. Previous encounters had noted that the tunnelling sonic beams, whilst good at drilling through armour, lacked the explosive capabilities to destroy enemy vehicles out right. The Ares fixes this problem by first firing a sonic beam, after which it fires a primed crystal. The crystal is taken along by the sonic beam and is hopefully delivered into the inner workings of its target. The crystal which was already activated before firing then explodes, generally causing horrific damage.
Range: 36"
Strength: 8
AP: 3
Heavy 1
Focused Beam, Lance
Explosive
Anything that is successfully penetrated will more than likely be outright destroyed by the ensuing sonic explosion
If the Ares cannon penetrates or glances and enemy vehicle the Chiro player may roll two dice on the Vehicle Damage Chart, picking the highest result. Against Eldar holo-fields this rule and the holo-fields cancel each other out, thus the Chiro player would roll one dice for Vehicle Damage as per normal.
If any other model is wounded by the Ares cannon, and it fails any save(if applicable) roll a D6. On a roll of 6 the model is killed outright, regardless of wounds, saves etc, as per the Instant Death rule, however this is regardless of the targets toughness.
Helios Blaster
Needs Fluff
Range: 18''
Strength: 5
AP: 5
Assault 5
Rending
Icarus Multi-pulse Cannon
This weapon is unique in that it utilizes a form of semi-indirect fire. The cannon launches a large crystal just above the intended target. A timed charge then detonates, causing the crystal to shatter and releasing a deadly rain of shards onto the foe. Each of these fragments causes a small sonic explosion upon impact, but the culmulative effects of many such explosions can literally force infantry to their knees with overlapping shockwaves from all around. However the Icarus Cannon cannot be truly considered an indirect fire weapon as its range cannot compete with most artillery pieces.
Range: 48''
Strength: 4
AP: 5
Heavy 6
Pulse, Blast Barrage
Kratos Blaster
A development of the Sonic blaster, it fires short range set of single frequency waves into a traget shaking it apart. Due to the intensity of the waves the cystals contained can quickly overload if used for too long, potentialy wounding the wielder.
Range 12"
Str 7
Ap 4
Assault 2
Lance, Focused beam, gets hot!
Athena Cyclic Pulse Cannon
needs Fluff
Range: 36''
Strength: 4
AP: 4
Heavy 4
Focused Beam
Cythor Sonic Blaster (needs better name xd)
The original weapon from which all the sonic weaponry of the Chiro and Cythors was developed. A crystal in the base of this weapons activates when subjugated to a particular sounds frequency emitted by the Cythors. Though crude in design, the resulting blast in nonetheless extremely potent though of a limited range. As of yet whilst, the Chiro have modified and improved in some ways on this technology, they have not yet managed to achieve the raw power that the Cythor variations have. Whether this is down to the actual frequency emitted by the Cythors is a topic of much debate.
Range: 12"
Strength: 5
AP 6
Assault 2
Wide Beam
So that’s some ideas to start off with – comments & ideas please?
NB: This thread is purely for weapons, no units, vehicles / shielding etc.
For those of you who don’t know, ideas are discussed, and when the majority agree, this first post is updated with the agreed concept(s).
So this thread is to start looking at basic weapons, because if we don’t have these then it will be difficult to design the units that use them. When putting forward ideas, please try and give as much detail as possible, what use you see them for etc.
So here are my ideas:
Firstly – generic weapon rules. These are special rules that relate to sonic weaponry, and all sonic weaponry will be one of these types:
Focused Beam
The advanced technology of the Chiro have managed to focus the powerful sonic weapons into a much tighter confinement beam. This focused shot acts like a drill when it comes into contact with a solid substance, causing vibrations at a molecular level which breaks bonds apart, thus being extremely effective at penetrating armour. However the beam can start to disperse over long distances, resulting in loss of efficiency
All weapons with this rule count as having AP2 when a roll of 6 is made to wound.
Wide Beam
The original weapons created by the Cythors were primitive, and this could only create a short range concussive blast. Nonetheless the power of the weapon is potent enough to disorientate their foe, leaving them vulnerable to assaults. Such was the effectiveness of this in close combat, that an adaptation was produced for various Chiro weapons
All weapons with this rule must be assault weapons, and if used prior to charging, the unit counts as having frag grenades when they charge.
Pulse
These weapons are generally more explosive in nature, sending out a shockwave over a certain area. The result can cause disorientation and nausea, as well being very disconcerting for the enemy.
All weapons with this rule must be blast template weapons. Weapons with this rule will have the Pinning rule, though the affected unit suffers -1 to their Ld to see if they are affected.
Ok, now onto the weapons:
Selene Arm Cannon
This weapon is the most basic weapon developed by the Chiro. The weapons host has their left arm surgically removed and the weapon grafted in its place. Instead of one crystal, a circular array of smaller crystals produces a focused sonic pulse when stimulated by the weapons nanobots. After firing the nanobots then need to recharge momentarily in the hosts bloodstream before firing again, meaning the weapon has limited firing speed. The main benefit of his weapon is that the host does not have to be entirely infected with nanobots to operate, meaning it can be grafted onto humans.
Range: 24"
Strength: 3
AP: 5
Assault
Focused Beam
Bacchus Arm Cannon
This variation is a marked improvement over the original, being much more adaptable, however with a notable difference that it is more integrated into the hosts body. It has much more complex parts, requiring that the host have a higher saturation of nanobots in the hosts body.
The weapon may fire in Mode A or B, chosen before firing. If a unit is using the weapons, the must all pick the same mode.
Mode A ......................Mode B
Range: 24...................Range: 12
Strength: 3.................Strength: 4
AP: 4.........................AP: 5
Rapid Fire...................Assault 1
Focused Beam.........Wide beam
Hades Disruptor
Perhaps one of the most unusual weapons produced by the Chiro, it was actually developed during their first civil war. With nano-shielding it became increasingly hard to effectively use sonic weapons against one another, and thus a weapon was designed to negate this. It works much like a standard focused sonic weapon on a much larger scale, however it fires a sustained pulse. When this comes into contact with any kind of energy field, it breaks it down and transfers it back on a inverse pulse, effectively “sucking” the energy from the target. This energy is then used to recharge the weapon for its next shot. Heavy and cumbersome, this weapon is nonetheless extremely effective against any energy shielding and machines.
Range: 36”
Strength: N/A
AP: (N/A)
Heavy 1
Any unit that is hit by this weapon must role for 1D6 for any of the following (rolling per group, not item):
- Any psychic equipment (ie. Force Weapons, Psychic Hood, etc)
- Any power weapons (excluding psychic equipment)
- Any invul saves (excluding psychic equipment)
On a 4+ those items cease to function until the start of the next Chiro turn. Any weapons simply count as normal hand weapons. Units that are in cover, or named special items are harder to drain, as such any successful rolls on these units / items must be re-rolled (though a dice can only be re-rolled once).
If a vehicle is hit, roll 1D6 and use the following table:
1 – The beam fails to successfully drain an effective amount of energy - No effect
2-3 The beam manages to partially drain the enemy Immobilised or may not fire weapons until the start of the next Chiro turn (owning players turn).
4-5 The beam manages to fully drain the enemy, rendering them defencelessImmobilised and may not fire any weapons until the start of the next Chiro turn
6- Overload! The drain has shorted many of the vehicles systems, resulting in damage. However it is possible the disruptor has drained too much… Same result as 4-5, however in addition also roll on the Vehicle Damage table. If a 6 is rolled on the table, in addition to the Vehicle being destroyed, the feedback destroys the Disruptor, instantly killing its bearer with no saves allowed.
NB: In the case of skimmers they are not destroyed if immobilised on results 2-5. It is assumed their anti-grav field simply fluctuates meaning then can’t move, but they don’t crash.
Poseidon Launcher
This weapon was designed to be anti-infantry, subduing large numbers of unarmoured foes with ease. It works into two parts. The launcher is basically a tube with a crystal that when activated fires a capsule. The long firing chamber means the weapon has great range, although for stability the weapon requires to be fired when stationary. Once the capsule hits its target, the outer casing breaks apart, causing the now exposed nanobots to activate. Rather than just firing the crystal that was also in the capsule, they overload and destroy themselves in the process, causing an equally catastrophic reaction in the crystal. The ensuing sonic explosion is massive, though somewhat lack in armour penetration
Range: 48”
Strength: 6
AP: 5
Heavy 1
Large Blast
Pulse
Zeus Cannon
The pinnacle of Chiro technology, this weapon is the most powerful non-titan weapon at their disposal. A specially cut crystal the size of a man is activated producing a massive sonic shockwave. This wave is then directed into a shield sphere which resonates at a frequency found to increase the power of the pulse. This has an exponential effect, cause the blast to build up to cataclysmic proportions. Just before it overloads the containment shield it is then released upon a focusing chamber that tightens the blast into a devastating beam.
Range: 48"
S: 9
AP: 3
Heavy 1, Blast, Lance
Focused Beam, Pulse
This weapon must be mounted on a chassis that can support three or more weapon / shield nodes (I will discuss this elsewhere), and takes up three full nodes. It also requires a very stable platform, and thus can only be fired providing the chassis as not moved that turn.
When firing this weapon, no role to hit is required. From the weapon place a straight line across the board. Any unit / vehicle on this line is hit by the beam. Using the small blast template with the centre hole place on the line, move the template down the line. Any models touched by the template are counted as being it by the weapon. Once you have confirmed who has been hit, resolve to hit as normal.
Ares Cannon
Named after a long forgotten god of war, this cannon was designed to be one of the most destructive weapons in the Chiro's arsenal. Previous encounters had noted that the tunnelling sonic beams, whilst good at drilling through armour, lacked the explosive capabilities to destroy enemy vehicles out right. The Ares fixes this problem by first firing a sonic beam, after which it fires a primed crystal. The crystal is taken along by the sonic beam and is hopefully delivered into the inner workings of its target. The crystal which was already activated before firing then explodes, generally causing horrific damage.
Range: 36"
Strength: 8
AP: 3
Heavy 1
Focused Beam, Lance
Explosive
Anything that is successfully penetrated will more than likely be outright destroyed by the ensuing sonic explosion
If the Ares cannon penetrates or glances and enemy vehicle the Chiro player may roll two dice on the Vehicle Damage Chart, picking the highest result. Against Eldar holo-fields this rule and the holo-fields cancel each other out, thus the Chiro player would roll one dice for Vehicle Damage as per normal.
If any other model is wounded by the Ares cannon, and it fails any save(if applicable) roll a D6. On a roll of 6 the model is killed outright, regardless of wounds, saves etc, as per the Instant Death rule, however this is regardless of the targets toughness.
Helios Blaster
Needs Fluff
Range: 18''
Strength: 5
AP: 5
Assault 5
Rending
Icarus Multi-pulse Cannon
This weapon is unique in that it utilizes a form of semi-indirect fire. The cannon launches a large crystal just above the intended target. A timed charge then detonates, causing the crystal to shatter and releasing a deadly rain of shards onto the foe. Each of these fragments causes a small sonic explosion upon impact, but the culmulative effects of many such explosions can literally force infantry to their knees with overlapping shockwaves from all around. However the Icarus Cannon cannot be truly considered an indirect fire weapon as its range cannot compete with most artillery pieces.
Range: 48''
Strength: 4
AP: 5
Heavy 6
Pulse, Blast Barrage
Kratos Blaster
A development of the Sonic blaster, it fires short range set of single frequency waves into a traget shaking it apart. Due to the intensity of the waves the cystals contained can quickly overload if used for too long, potentialy wounding the wielder.
Range 12"
Str 7
Ap 4
Assault 2
Lance, Focused beam, gets hot!
Athena Cyclic Pulse Cannon
needs Fluff
Range: 36''
Strength: 4
AP: 4
Heavy 4
Focused Beam
Cythor Sonic Blaster (needs better name xd)
The original weapon from which all the sonic weaponry of the Chiro and Cythors was developed. A crystal in the base of this weapons activates when subjugated to a particular sounds frequency emitted by the Cythors. Though crude in design, the resulting blast in nonetheless extremely potent though of a limited range. As of yet whilst, the Chiro have modified and improved in some ways on this technology, they have not yet managed to achieve the raw power that the Cythor variations have. Whether this is down to the actual frequency emitted by the Cythors is a topic of much debate.
Range: 12"
Strength: 5
AP 6
Assault 2
Wide Beam
So that’s some ideas to start off with – comments & ideas please?
NB: This thread is purely for weapons, no units, vehicles / shielding etc.