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55th Harakoni Warhawks ‘Conway’s

Raptors’
Home world
HIVE WORLD

Cost: 3 points.

Characteristic Modifiers: +3 to any two of the following

Characteristics—Agility, Fellowship, and Perception.

Skills: All hive world characters start with Common Lore (Imperium), Deceive, and Linguistics (Low
Gothic).

Accustomed to Crowds: Hive worlders grow up surrounded by crowds, and they are used to weaving
through even the densest mobs with ease. Crowds do not count as Difficult Terrain for hive worlders,
and when Running or Charging through a dense crowd, hive worlders take no penalty to Agility Tests to
keep their feet.

Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the
great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, starship or
similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such
places. Doesn’t make sense for guys who hunt creatures described as Vaporwyrms on Grav-Gliders
below their hives.

Urban Violence: Hive worlders are constantly alert for the first hint of trouble, be it a hivequake, a gang
shoot-out, or a hab riot, allowing them to quickly detect danger and elude it, if need be. Hive worlders
start with one of the following Talents: Heightened Senses (Hearing), Paranoia or Unremarkable.

Starting Wounds: Hive world characters begin play with –1 starting Wound.

Commanding Officer
“Now, I’ve been told that I’m not supposed to be jumping in with you boys. That I’m supposed to stay
nice and warm up here in the C2 bird. If all my command staff are jumping, there’s no point in staying up
here, is there?”

 Colonel Aidan Conway, 55th Harakoni Warhawks ‘Conway’s Raptors’.

Maverick
The regiment’s commander is something of a rebel, regarded as ill-disciplined and unpredictable by his
peers, but his attitude and his daring make him beloved by his men, who see their leader as one of
them, rather than one of “the officers.” So long as he leads, they will follow him anywhere.

Cost: 2 points
Starting Talents: Resistance (Fear)

Regiment Type
Drop Troops
Cost: 3 points

Characteristics: +3 Agility, –3 Fellowship

Starting Skills: Operate (Aeronautica)

Starting Talents: Catfall

Training Doctrines
Iron Discipline
Cost: 3 points

Starting Aptitude: Willpower

Die-Hards
Cost: 3 points

Starting Aptitude: Toughness

Drawback
Drop Troopers
Regiment Points: 4

Owing to the fact that Drop Troopers are often first into the fray, any requisitions made immediately
prior to a drop suffer a -20 penalty due to lack of time to process it. Any requisition requests made while
in the field before a forward operation base has been established suffers a -30 penalty, and resupply can
only occur via aerial drop, usually by drop cannister, and only if the airspace is clear enough. A -20 charm
test can convince a Navy pilot insane enough to risk a supply drop through hostile airspace, removing
the penalty. However, this is at GM discretion.

Note: Owing to the elite nature of the Harakoni Warhawks, players do not start with comrades.
Additionally, players may not select the Ogryn, Ratling, Sanctioned Psyker and Tech-Priest support
specialists.

Regimental Standard Kit


 One Accatran-pattern Mk V Bullpup Hellgun and four high-quality charge packs
 One Accatran-pattern Mk III Service Autopistol and two magazines
 One mono knife
 One suit of Harakoni carapace armor
 Three frag grenades
 Three smoke grenades
 One grav-chute
 One grapnel
 Two spare respirator filters
 One uniform
 One set of poor weather gear
 One set of basic tools
 One mess kit and one water canteen
 One blanket and one sleep bag
 One rechargeable lamp pack
 One grooming kit
 One set of cognomen tags
 One Imperial Infantryman’s Uplifting Primer
 Combat sustenance rations, two weeks’ supply

Regimental Favored Weapons


 Basic: Accatran-pattern Mk II Plasma Gun
 Heavy: Accatran-pattern Mk Vd Heavy Bolter

Armory (Adjustments to existing weapons or new weapons)


Note: All Hot-Shot Lasguns/Hellguns can take high-quality charge packs instead of being connected to a
power pack, these provide the same capacity, but are as rare as the weapon itself. The Power Packs
instead provide the equivalent of three full high-quality charge packs.

Las Weapons
Lucius-pattern Hellpistol | Pistol | 30m | S/2/- | 1d10 + 4 | E | 40 shots | Pen: 7 | Reload: 2 Full | 4kg |
Rare | Cogitator-Array Assisted Targeting

Lucius-pattern Hellgun | Basic | 60m | S/3/- | 1d10 + 4 | E | 30 shots | Pen: 7 | Reload: 2 Full | 6kg |
Rare| Cogitator-Array Assisted Targeting

Ryza-pattern Hot-Shot Marksman's Rifle | Basic | 80m | S/2/- | 1d10 + 5 | E | 20 shots | Pen: 7 |
Reload: Full | 8kg | Very Rare | Qualities: Accurate

Accatran-pattern Mk III Hellpistol | Pistol | 40m | S/2/- | 1d10 + 5 | E | 30 shots | Pen: 7 | Reload: 2
Full | 5kg | Rare | Qualities: Reliable| Cogitator-Array Assisted Targeting, Rail System

Accatran-pattern Mk VI Bullpup Marksman’s Hellgun | Basic | 80m | S/2/- | 1d10 + 5 | E | 20 shots |


Pen: 7 | Reload: Full | 6kg | Very Rare | Qualities: Accurate, Reliable | Cogitator-Array Assisted
Targeting, Rail System

Due to its compact size, the Accatran-pattern Mk VI Bullpup Marksman’s Hellgun gives its wielder a +1
bonus on initiative for the first round of combat in close quarters.

Accatran-pattern Mk VI Bullpup Longlas | Basic | 150m | S/-/- | 1d10 + 3| E | 40 shots | Pen: 1 |


Reload: Full | 4kg | Scarce | Qualities: Accurate, Reliable, Felling (4) | Rail System
Due to its compact size, the Accatran-pattern Mk VI Bullpup Marksman’s Hellgun gives its wielder a +1
bonus on initiative for the first round of combat in close quarters.

Accatran-pattern Mk V Bullpup Hellgun | Basic | 60m | S/3/- | 1d10 + 4 | E | 30 shots | Pen: 7 |


Reload: Full | 4kg | Very Rare | Qualities: Reliable| Cogitator-Array Assisted Targeting, Rail System

Due to its compact size, the Accatran-pattern Mk V Bullpup Hellgun gives its wielder a +1 bonus on
initiative for the first round of combat in close quarters.

Rail System: +10 to Trade (Armorer) tests to remove or attach under-barrel attachments or sights to the
weapon.

Accatran-pattern Mk VII Man-Portable Lascannon | Heavy | 200m | S/-/- | 5d10 + 10 | E |1 shot | Pen:
10 | Reload: Full | 40kg | Very Rare | Qualities: Proven (5) | Rail System

Solid Projectile Weapons


Accatran-pattern Mk III Service Autopistol | Pistol | 30m | S/3/6 | 1d10 + 2 | I | 18 shots | Pen: 0 |
Reload: Full | 2kg | Scarce | Qualities: Accurate, Reliable | Rail System

Accatran-pattern Mk II Heavy Service Autopistol | Pistol | 35m |S/2/- | 1d10 + 5 | I | 8 shots | Pen: 3 |
Reload: Full | 3.5kg | Scarce | Qualities: Accurate, Reliable | Rail System

Accatran-pattern Mk XI Combat Shotgun | Basic | 30m | S/3/- | 1d10 + 4 | I | 12 shots | Pen: 0 |


Reload: Full | 4kg | Average | Qualities: Scatter, Reliable | Rail System

Accatran-pattern Mk X Assault Shotgun | Basic | 30m | S/3/6 | 1d10 + 4 | I | 18 shots | Pen: 0 |


Reload: Full | 8kg | Average | Qualities: Scatter, Storm, Reliable | Rail System

Accatran-pattern Mk VI Heavy Sniper Rifle | Basic | 250m | S/-/- | 1d10 + 6 | I | 10 shots | Pen: 6 |
Reload: 2 Full | 8kg | Rare | Accurate, Reliable, Flash/Sound Suppressor | Rail System

Flash/Sound Suppressor: -10 to hear or see the weapon firing, but possible to do so at any range, not
only half range as with a suppressor.

Accatran-pattern Mk VI Assault Stubber | Heavy | 100m | -/-/8 | 1d10 + 4 | I | 120 shots | Pen: 3 |
Reload 4 Full | 30kg | Very Rare | Qualities: Twin-linked, Reliable | Bipod, Fire Selector

Fykos-pattern Hellshot |Basic | 300m | S/-/- | 3d10 + 4 | I | 10 shots | Pen: 6 | Reload: Full | 20kg |
Very Rare | Qualities: Accurate, Armorbane | Bipod, Telescopic Sight, Rail System

Armorbane: Against Vehicles, Structures, and enemies with the Daemon Engine trait, the weapon's
Penetration is doubled.

Accatran-pattern Mk IV ‘Light’ Autocannon | Heavy | 200m | S/2/- | 2d10 + 8 | I | 20 shots | Pen: 6 |


Reload 2 Full| 25kg | Very Rare | Qualities: Reliable | Bipod

Bolt
Accatran-pattern Mk III Bolt Pistol | Pistol | 30m | S/3/- | 1d10 + 5 | X | 12 shots | Pen: 4 | Reload: 2
Full | 4kg | Very Rare | Qualities: Tearing | Rail System
Accatran-pattern Mk II Bullpup Bolter | Basic | 100m | S/3/- | 1d10 + 5 | X | 24 shots | Pen: 4 | Reload:
Full | 6kg | Very Rare | Qualities: Tearing | Rail System, Bullpup

Accatran-pattern Mk Vd Heavy Bolter | Heavy | 150m | -/-/6 | 2d10 + 2 | X | 60 shots | Pen: 5 |


Reload: Full | 30kg | Very Rare | Qualities: Tearing | Rail System, Bipod

Plasma
Ryza-pattern “Wrath” Plasma Pistol | Pistol | 50m | S/-/- | 1d10 + 12 | E |1 shot | Pen: 6 | Reload: 3
Full | 5kg | Extremely Rare | Qualities: Accurate, Maximal, Overheat

Accatran-pattern Mk II Plasma Pistol | Pistol | 30m | S/2/- | 1d10 + 8 | E | 8 shots | Pen: 6 | Reload: 2
Full | 3kg | Very Rare | Qualities: Maximal, Overheat | Rail System

Accatran-pattern Mk II Plasma Gun | Basic | 120m | S/2/- | 1d10 + 10 | E | 80 shots | Pen: 8 | Reload 6
Full | 24 kg | Very Rare | Qualities: Maximal, Overheat | Rail System, Bipod, High-Impact

High-Impact: When benefitting from an aim action, add +2 damage to each shot.

Melta
Accatran-pattern Mk VIII Melta Gun | Basic | 20m | S/-/- | 2d10 + 10 | E | 5 shots | Pen: 12 | Reload: 2
Full | 8kg | Very Rare | Qualities: Armorbane, Melta | Rail System, Bipod

Launchers
Hunter-Killer Missile Launcher | Heavy | 1000m | S/-/- | 4d10 + 10 | X | 1 shot | Pen: 12 | Reload: 6
Full | 40kg | Very Rare | Qualities: Armorbane, Concussive (3) | Tripod

A hunter-killer missile grants a +20 to Ballistic Skill Tests made to fire it.

Grenades, Missiles and Rounds


Proximity detonator (+0.2kg)

Creating a mine with proximity detonator requires a Routine (+20) Demolition Test and one grenade (or
other explosive).

When a creature of Small Size or larger approaches within a predetermined distance meters of a mine,
the grenade detonates with its usual effect. The proximity detonator can be adjusted to trigger at a
distance of 1, 2, or 3 meters and can be set with a delay from 0 to 5 Rounds. Detecting a planted snare,
mine (before triggering it) requires a Challenging (+0) Awareness Test with a –10 penalty for every
Degree of Success the user scored on his Demolition Test to plant it.

Availability: Average

Power Pack Bombs

Guardsmen who are “in the know” have been able to improvise their Lasgun charge packs into bombs
by setting the charge packs to build up a runaway energy reaction. Such a maneuver would only be
sanctioned during an emergency, such as to cover a withdrawal or prevent weapons from becoming
captured by the enemy. Any basic or pistol-class las charge pack that is at least half of a full charge can
be made to explode like a Frag Grenade with a Difficult (-10) Tech-Use Test. The pack explodes 1d5+1
Rounds later. If the gun happens to be loaded with a hotshot pack, or a high-quality Hellgun powerpack,
increase the blast's Damage by 2. If made for a heavy weapon, increase the damage by 4. Failing the test
renders the pack unusable.

Web Grenade | Grenade | SBx3 |0.5 kg| Rare| Qualities: Blast (3), Snare (2)

Web filaments becomes brittle and dissolve away after 1d5 hours. Usually only issued as mission
assignment gear.

Inferno/Thermal | Grenade | SBx3 | 1d10 + 4 |E | Pen: 6 | 0.5kg | Average | Qualities: Blast (3)

Plasma Grenade | Grenade | SBx3 | 1d10 + 6 | E | Pen: 8 | 0.5 kg | Rare | Qualities: Blast (1)

Stun Grenade | Grenade | SBx3 |0.2kg | Scarce | Qualities: Blast (10) Concussive (0)

Designed to incapacitate and disorient rather than kill, a stun grenade’s concussive effect, thunderous
noise and bright flash is highly effective and usually causes no lasting injury. Photo-visors, and sealed
armor provide a +20 bonus to this Test.

Phosphor Grenade | Grenade | SBx3 | 1d10 + 5 | E | Pen: 3 | 0.5kg | Rare | Qualities: Blast (4)

Filled with highly incendiary white phosphorus that self-ignites on contact with air, they procure both a
hail of sticky, glowing gobs as well as a screen of hot white smoke, making this weapon capable of
causing serious burns and a painful death. This kind of grenade is quite popular with elite Imperial forces
such as Stormtroopers, and in particular, Adeptus Sororitas Battle Sisters.

The phosphor globs will burn hot for 5 rounds, blanketing the area in smoke and forcing anyone moving
through it to make a Routine (+20) Agility Test to avoid making contact. Characters who remain still are
not at risk. Depending on the Game Master's decision, the environment itself may be set ablaze, causing
further hazards as per the normal rules for open fires. Characters who suffer at least 1 wound by this
weapon will incur an additional 1d10 Energy damage (not negated by armor) per round as the phosphor
eats through their body. Gobs absorbed this way will be burnt up at the same time the area effects
cease to apply. Attempts to extinguish the phosphor sooner are Very Hard (-30 Agility).

Cressin Pattern Limpet Mine| 4d10 | X | Pen8 | 3kg | Scarce |Qualities: Blast(1), Armorbane

Ammunition
High-Quality Charge Pack
Used instead of power packs with Hot-Shot Lasguns/Hellguns, these packs are preferred by drop
troopers, for whom the backpack feed is more than inconvenient to carry in addition to their grav-
chutes. These packs are incompatible with the charge circuits of Lasguns that take the same size power
packs.

Availability: Rare

Accatran Lascannon Charge Cell


To save on weight, Accatran Lascannons don’t use bulky charge packs, but instead single shot charge
cells as the troops making use of them are expected to make every single shot count, since unlike other
regiments, drop troops don’t have the luxury of vast quantities of heavy ammunition.

Availability: Very Rare


Acid Shells
Acid shells replace their multiple pellets with a single slug containing a large amount of incredibly
corrosive acid that can eat through almost any material. An unarmored man will have his flesh melted
from his bones in moments, while even heavy protective gear can be worn away with alarming speed.

Effects: Change the weapon’s Damage to 2d10E and Penetration to 0 and gain CORROSIVE quality. Lose
the SCATTER quality.

Used With: All shotguns.

Availability: Very Rare

Amputator Rounds
These bullets are filled with explosive micro-shrapnel, shearing flesh and shattering bone in each limb-
tearing hit.

Effect: Amputator shells add 3 to the weapon’s damage. If the attack results in Critical Damage, add an
additional 3 points to the total Critical Damage suffered by the target.

Used With: Solid Projectile weapons.

Availability: Very Rare

Blazer Shells
These shells are packed with pyrotechnic materials instead of shot pellets, producing a huge gout of
flame when the shotgun is fired. The intensity of the fire is somewhat less than burning Promethium
from a proper flamer, but it is far easier to carry a few blazer shells than a bulky flame weapon, and
shotguns are more easily obtained by most users anyway.

Effects: Change the shotgun’s Damage type to Energy and replace the Scatter quality with the Flame and
Primitive qualities. The range decreases to 15 metres or half the shotgun’s normal range, whichever is
lower. Because of the duration of the flame, a shotgun using blazer shells can only be fired on single-
shot mode.

Used With: All shotguns

Availability: Common

Breaching Rounds
These shells are packed with tiny explosive pellets and are used to breach doors and hatches for hasty
entry. They also make good (if short-ranged) anti-personnel rounds when fired into massed enemies.

Effects: Changes the weapon’s damage type to Explosive(X) and reduces its range by half.

Used With: Shotguns (all types).

Availability: Scarce

Capacitor Rounds
Intended to incapacitate rather than kill, capacitor rounds send high voltage shock through their target.
Frequently used by enforcers to put down riots among deemed too valuable for lethal measures,
capacitor rounds have also found use among bounty hunters who desire to capture rather than kill their
targets.

Effect: Capacitor round grant a weapon Shocking Quality and reduce its Damage by 4.

Used with: Solid Projectile weapons.

Availability: Scarce

Expander Rounds
Savage to the point that they are outlawed on some worlds, these dense shells are designed to hold
their shape until after piercing the target’s body, after which they shred open to cause their victim
further suffering through internal wounds and ripped organs. As a side effect, the expanded slugs can be
frustratingly difficult to remove after the fact as well.

Effects: Increase the weapon’s Damage and Penetration by 1. Medicae Tests made to administer First
Aid to a target that has taken Damage from expander bullets suffer a -10 penalty; this condition persists
until the target no longer has any Damage.

Used With: Solid Projectile weapons except shotguns.

Availability: Scarce

Explosive Rounds
These bullets replace their metallic projectiles with a thin alloy shell packed full of high explosive
compounds that detonate on impact with the target with an effect that is broadly similar to a bolt
weapon. However, without the ballistic cap of a bolt, explosive bullets have little penetrative ability and
so aren't nearly as useful in areas of dense cover or against well armored targets.

Effects: The weapon's Damage type changes to Explosive and its Penetration becomes 0. Weapons also
gains the Tearing quality.

Used With: Solid Projectile weapons except shotguns.

Availability: Scarce

Flechette Shells
Flechette shells replace a shotgun's load of dense metal shot with a bundle of thin, mono-edged darts.
The fin-stabilized projectiles spread out less and are more stable in flight, giving the shotgun a modest
increase in its effective range. They also offer superior penetration of cover and personal armor; military
shotgunners operating in dense environments or against armored opponents tend to be the largest
users of flechette shells. The darts themselves are no more lethal than much cheaper shot loads,
however, so their expense is broadly unnecessary for hunters and most enforcer types.

Effects: Flechette shells increase the shotgun's range by 10 meters and set its Penetration value to 2.

Used With: Shotguns.

Availability: Rare
Bleeder Rounds
Bleeder rounds are designed to break into sharp, irregular fragments, causing ragged wounds that do
not heal well. For added effect, they are laced with strong anti-coagulants to increase the likelihood that
the victim will simply “bleed out” from their injuries.

Effect: If a target takes damage from bleeder rounds, he begins to gush blood and suffers from the
Blood Loss condition for 1d5 rounds or until it is successfully treated. The victim also takes an additional
3 points of Damage as their wounds are aggravated. Creatures with the Daemonic or Machine (3 or
greater) Traits are immune to this extra Damage, along with any other targets immune to the effects of
blood loss.

Used With: Solid Projectile weapons.

Availability: Rare

Hyper-Density Penetrators
Famously nicknamed “Lathe Body-Blowers” for their appalling effect of ploughing through vulnerable
flesh, these bullets are cast from a unique dense metal alloy only made possible by exploiting the
strange gravitational forces within the Lathe System. Because of their great mass, they must be
propelled by a far more powerful explosive charge than a normal round, and so are limited only to the
sturdiest firearms capable of handling them.

Effects: Reduce the base range of the weapon by half. Increase its Penetration by 2. The weapon gains
the Tearing Quality. Finally, an average man-sized target hit by one of these rounds must succeed on an
Ordinary (+10) Toughness Test or be knocked off its feet from the impact.

Used With: Solid Projectile weapons, shotguns (lose the Scatter effect), bolt pistols and boltguns
(weapon Damage type changes from X to I).

Availability: Rare

Incendiary Rounds
These rounds are tipped with tiny quantities of hot-burning material that ignites as they fly towards the
target. The heat can cause serious burns on a target, igniting flammable materials.

Effect: When loaded with incendiary rounds, the weapon’s damage type changes to Energy.

Used With: Solid Projectile weapons except shotguns.

Availability: Rare

Inferno Shells
Filled with promethium and other highly flammable agents, inferno shells ignite on impact to cover their
targets with an adhesive gel of fire.

Effect: A weapon using inferno shells gains the Flame quality.

Used With: Shotguns

Availability: Rare
Solid Slugs
Perhaps the most common alternate form of shotgun ammunition, a solid slug is literally just a solid
lump of dense metal. While not quite as devastating at extremely close ranges, the slugs pack a
considerable punch and are more effective at longer ranges than the normal cloud of shot. Solid slugs
are commonly used by hunters to take game at greater distances than normal shot shells, though
gangers and irregular troops will sometimes carry this type of shell in lieu of bringing a second weapon
with greater reach.

Effect: Shotguns loaded with solid slugs lose the Scatter quality and increase Damage by 1 and Pen by 2.

Used With: Shotguns (all kinds).

Availability: Common

Tracer Rounds
Many heavy weapon teams favor special rounds designed to brightly flare once projected form their
guns, the better to guide their aim when firing long, sustained bursts.

Effects: The user gains a + 5 to Ballistic Skill Tests when firing the weapon on Full Auto. On a turn where
the user has fire Tracer Shells, all subsequent Ballistic Skill Tests made to hit the user in fog, mist,
shadow, smoke, and darkness also gain a +5 as the user gives away their position.

Used with: Any Solid Projectile and Bolt weapons.

Availability: Average

Nephium Fuel Tank


Flame weapons use liquid fuel, commonly promethium. When promethium is laced with encapsulated
nephium motes, a potent secondary ignition takes place a few seconds after the promethium is lit. Few
groups make use of this knowledge, for it greatly increases the chance of accidental ignition of flamer
fuel stores, requiring expensive safeguards.

Effect: Agility Tests made by targets to avoid Damage suffer a –10 penalty and the weapon’s base
damage is increased by 2.

Used With: All Flame weapons.

Availability: Very Rare

Weapon Customizations
Serrated
Whenever this weapon’s wielder scores 3+ DoS on a Weapon Skill Test to attack with this weapon, it
gains the Tearing Quality for the attack. If it already has the TEARING Quality, apply a +2 modifier to its
Damage when this happens instead.

Successful attack that caused at least 1 point of damage automatically inflicts the Blood Loss effect upon
the target.

Upgrades: Any primitive close combat weapon.


Availability: Scarce

Discharge Pack
A relatively simple device that can be affixed to nearly any melee weapon, a discharge pack is little more
than a primary cell and electrode. With a flip of a switch, the user can charge the weapon with a
potentially lethal surge of electricity.

A character wielding a melee weapon upgraded with discharge pack can use it to have the weapon gain
the Shocking Quality for 1d5 Rounds.

Once used the discharge pack is drained and must be replaced or recharged (you can use Luminen
Charge for that).

Upgrades: Any Primitive or Chain Weapon

Availability: Scarce

Mag-Lock Holster/Scabbard (1kg)


A magnetic plate attached to the character’s body allows him to holster a melee or ranged weapon
simply by sticking it to the outside of his armor. The character may ready a weapon with this upgrade as
a Free Action.

Upgrades: Any non-heavy weapon

Prerequisite: Full body non-primitive armor

Availability: Scarce

Weapon Upgrades
Note: By virtue of not making any logical sense, the pistol grip is not an attachment I will allow you to
run in my games.

Targeter (+1.5kg)
Expensive, heavy and rarely used except by elite forces, a targeter uses a variety of guidance cogitators
and omni-sights to improve accuracy. These upgrades are normally hard-wired into a specific weapon
for maximum efficiency. Commonly viewed as adding to the weapon’s machine-spirit, they create an
even closer bond between gunner and gun.

A targeter grants a +10 bonus on all Ballistic Skill Tests made with the weapon.

Upgrades: Any Las, Solid Projectile, Bolt or Heavy weapon.

Availability: Rare

Motion predictor (+0.5kg)


A motion predictor uses an onboard cogitator unit to calculate a target’s movements and literally
'chases' them with a fusillade of rounds. Attempts to Dodge full-auto and semi-auto attacks from a
weapon equipped with a Motion predictor suffer a –20 penalty and all penalties of ballistic skill tests
reduced by one-step.

Upgrades: Any ranged weapon (except Low-Tech) capable of Semi or Full-Auto fire.
Telescopic Sight (+1kg)
Allows sniper weapons to engage targets up to 5 times the weapon’s range after taking full aim action
and then fire with a Challenging (+0) test. Also allows weapons to fire out to Long and Extreme range as
long as the user performs the Full Aim action.

Firing without full aiming results in a -60 penalty to shooting, half aiming results in a -30 penalty to
shooting. Attempting to use this sight in close quarters results in a -30. You can elect to 'hip fire' with
this weapon for a -10 penalty and cannot aim. With the 'Hip Shooting' talent, you negate this penalty
and can aim.

Availability: Average

Rangefinder (+1,5kg)
The sophisticated targeting cogitator built into this advanced telescopic sight can swiftly determine the
distance to a target and assist the wielder’s aim accordingly, allowing him to hit targets much farther
away than would normally be possible. A weapon using a rangefinder ignores the normal penalties for
long and extreme range and may fire at targets up to five times the weapon’s listed range away,
counting targets at such distances as being at Extreme Range. This requires that the shooter spends a
Half Action to Aim.

Upgrades: Any Basic-class Las, Solid Projectile, Bolt, Primitive or Plasma weapon.

Availability

Cogitator-Array Assisted Targeting (+0.5kg)


Atmospherics analytic units provide a +5 BS to shooting. Cannot be affected by photon-flash grenades
(or their equivalents), though weapons with the haywire quality can still affect them.

Availability: Rare

Whisper-bolt Discharger (+0.5kg)


As many Imperial Guardsmen are quick to attest, one of the greatest difficulties of using las-weapons is
their visibility. Where projectile weapons can have their report dampened with relative ease, the
distinctive luminescence and familiar crack of a Lasgun are not so easily concealed. Whisper-bolt
weapons require a replacement for the emitters in the barrel, discharging las-blasts that are all but
invisible and which create a far less noticeable sound. Perception-based Tests to notice shots made from
a las weapon with this upgrade suffer an additional –20 penalty and can only be attempted at half the
normal distance.

However, the necessary changes mean that the discharges are less intense and less deadly, reducing the
weapon’s damage by 1.

Upgrades: Any Pistol- or Basic-class Las weapon.

Availability: Rare
Armor
Harakoni Carapace Armor
The armor takes a power pack equivalent in size and cost (rarity) to a standard Lasgun power pack to
keep it powered for a week’s operations. These packs must be recharged and cannot gain emergency
power from being tossed in a fire for a day.

The armor comes with the following features:

 Magnetized Boot Soles: Built for service in the void of space, the soles of the boots can be
magnetized to provide the equivalent of Magboots.
 Built-in Auspex: The suit has a built-in good craftsmanship auspex that has a display on the left
gauntlet but can also be displayed as picture-in-picture helmet feed.
 Built-in Dataslate: Map data and active objectives transmitted from command and user’s vital
signs are displayed on the dataslate mounted on the user’s right gauntlet but can also be
displayed as picture-in-picture helmet feed.
 Built-in Clip/Drop Harness: Provides a +30 bonus to climb tests, and the user cannot fall if they
fail. The harness can support up to 200 kilograms.
 Carapace Plating: Provides AP 6 to all locations.
 Undersuit:
o Vac-Sealed: The wearer can survive in vacuum or otherwise hostile environments for six
hours with the suit’s integrated oxygen supply.
o Temperature Controlled: Due to their deployment methods and varied environments
they drop into, the undersuit of Harakoni carapace armor is temperature controlled, and
provides +25 on Survival checks to resist the effects of extreme temperatures.
 Type-5 Pressure Helmet:
o In-built Respirator: +40 to Toughness Tests to resist the effects of gas and other airborne
contagions, and may re-roll failed tests. Filters only last 10 hours and must be replaced
afterward.
o Photo-Visor/Preysense Combination Visor: Character gains the Dark Sight trait, is
immune to the effects of photon flash grenades and gain a +20 bonus to vision-based
Perception tests at night.
o Mounting Rail: The helmet features a mounting rail for a Vid-Relay, Vid-Recorder or
Lamp Pack.
 Combat Backpack:
o Oxygen Supply: The backpack contains the 6-hour oxygen supply for the drop trooper.
Most Valkyries carry enough oxygen to re-fill this supply, and troops can refill their
oxygen supplies at base. Replacement cannisters can be acquired but are scarce.
o Vox-Caster: Standard Vox-Caster, 100 km range.
o Storage: Allows the wearer to transport roughly 30 kilograms of extra weight.

Availability: Very Rare

Harakoni Carapace Cameleoline Coated Plates


Replacement armor plating coated with cameleoline for covert operations. Requires a Trade (Armorer)
+20 test to change out the panels. A further Trade (Technomat) +0 test will allow troopers to set their
armor’s temperature controls to mirror that of their surroundings, giving them a -10 to be detected via
preysense or equivalent technologies.

Availability: Very Rare

New Support Specialists


Harakoni Stormtrooper Weapon Specialist
Characteristic Bonus: +5 Ballistic Skill.

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Offence, Defense.

Starting Skills: Awareness, Athletics, Dodge, Intimidate, Navigate (Surface), Scholastic Lore (Tactica
Imperialis), Stealth.

Starting Talents: Quick Draw, Rapid Reload, Weapon Training (choose 3 excluding Heavy and Exotic).

Specialist Equipment: 4 frag or krak grenades, Good Craftsmanship Accatran-pattern Mk V Bullpup


Hellgun or Common Craftsmanship flamer or Command Craftsmanship Accatran-pattern Mk VIII Melta
Gun or Common Craftsmanship Accatran-pattern Mk XI Combat Shotgun or Common Craftsmanship
Regimental Favored Basic Weapon.

Wounds: 12+1d5

Harakoni Stormtrooper Heavy Weapons Expert


Characteristic Bonus: +5 Toughness.

Starting Aptitudes: Agility, Defense, Ballistic Skill, Fieldcraft, Perception, Offence.

Starting Skills: Awareness, Athletics, Dodge, Intimidate, Navigate (Surface), Scholastic Lore (Tactica
Imperialis), Stealth.

Starting Talents: Quick Draw, Rapid Reload, Takedown, Weapon Training (Las or Solid Projectile, Low-
Tech, Heavy, choose 1 additional excluding Exotic).

Specialist Equipment: Common Craftsmanship missile launcher with 5 Frag Missiles or Common
Craftsmanship Tread Feather with 5 Frag Missiles or Common Craftsmanship Accatran-pattern Mk VI
Assault Stubber or Common Craftsmanship Regimental Favored Heavy Weapon.

Wounds: 12+1d5

Harakoni Stormtrooper Sniper


Characteristic Bonus: +5 Ballistic Skill.

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Finesse, Perception, Defense.

Starting Skills: Awareness, Athletics, Dodge, Intimidate, Navigate (Surface), Scholastic Lore (Tactica
Imperialis), Stealth.

Starting Talents: Marksman, Rapid Reload, Deadeye Shot, Weapon Training (Las or Solid Projectile, Low-
Tech).
Specialist Equipment: Good Craftsmanship Accatran-pattern Mk VI Bullpup Longlas or Good
Craftsmanship Accatran-pattern Mk VI Bullpup Marksman’s Hellgun or Common Craftsmanship
Accatran-pattern Mk VI Heavy Sniper Rifle, Magnoculars, Harakoni Carapace Cameleoline Coated Plates.

Wounds: 12+1d5

Harakoni Stormtrooper Officer


Characteristic Bonus: +5 Fellowship.

Starting Aptitudes: Agility, Fellowship, Ballistic Skill or Weapon Skill, Social, Leadership, Defense.

Starting Skills: Awareness, Athletics, Dodge or Parry, Intimidate, Command, Navigate (Surface),
Scholastic Lore (Tactica Imperialis), Stealth.

Starting Talents: Quick Draw, Rapid Reload, Heroic Inspiration, Weapon Training (Las or Solid Projectile,
Low-Tech).

Specialist Equipment: Best Craftsmanship Chainsword or Common Craftsmanship Power Sword, Good
Craftsmanship Accatran-pattern Mk III Hellpistol or Good Craftsmanship Accatran-pattern Mk II Heavy
Service Autopistol or Good Craftsmanship Accatran-pattern Mk III Bolt Pistol, Laudhailer.

Harakoni Stormtrooper Scout


Characteristic Bonus: +5 Agility.

Starting Aptitudes: Agility, Ballistic Skill, Weapon Skill, Perception, Offence, Defense.

Starting Skills: Awareness, Athletics, Dodge or Parry, Intimidate or Security, Navigate (Surface),
Scholastic Lore (Tactica Imperialis), Stealth.

Starting Talents: Rapid Reload, Quick Draw, Ambush, Weapon Training (Las or Solid Projectile, Low-
Tech).

Specialist Equipment: Harakoni Carapace Cameleoline Coated Plates, Magnoculars, Best Craftsmanship
Mono Knife or Common Craftsmanship Accatran-pattern Mk VI Bullpup Marksman’s Hellgun with
Whisper-bolt Discharger.

Harakoni Stormtrooper Medic


Characteristic Bonus: +5 Intelligence.

Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Knowledge, Defense.

Starting Skills: Awareness, Athletics, Dodge, Intimidate or Security, Medicae, Scholastic Lore (Chymistry)
or Trade (Chymist), Navigate (Surface), Scholastic Lore (Tactica Imperialis), Stealth.

Starting Talents: Rapid Reload, Quick Draw, Cold Hearted or Jaded, Weapon Training (Las or Solid
Projectile, Low-Tech).

Specialist Equipment: Diagnostor, Injector, Medkit, 4 Field Sutures.

Harakoni Stormtrooper Technician


Characteristic Bonus: +5 Intelligence.
Starting Aptitudes: Agility, Ballistic Skill, Fieldcraft, Intelligence, Tech, Defense.

Starting Skills: Awareness, Athletics, Dodge, Security, Common Lore (Tech), Tech-Use, Trade
(Technomat), Navigate (Surface), Scholastic Lore (Tactica Imperialis), Stealth.

Starting Talents: Rapid Reload, Quick Draw, Technical Knock, Weapon Training (Las or Solid Projectile,
Low-Tech).

Specialist Equipment: Common Craftsmanship mind impulse unit, combi–tool, lascutter.

Harakoni Stormtrooper NCO


Characteristic Bonus: +5 Fellowship.

Starting Aptitudes: Agility, Ballistic Skill, Perception, Fellowship, Leadership, Defense.

Starting Skills: Awareness, Athletics, Dodge, Intimidate, Command, Scholastic Lore (Tactica Imperialis),
Stealth.

Starting Talents: Rapid Reload, Quick Draw, Iron Discipline, Weapon Training (Las or Solid Projectile,
Low-Tech).

Specialist Equipment: Good Craftsmanship Accatran-pattern Mk II Heavy Service Autopistol or Good


Craftsmanship Accatran-pattern Mk III Bolt Pistol, Good Craftsmanship Chainsword.

Harakoni Stormtrooper Demolitions Expert


Characteristic Bonus: +5 Ballistic Skill.

Starting Aptitudes: Agility, Ballistic Skill, Finesse, Intelligence, Tech, Defense.

Starting Skills: Awareness, Athletics, Dodge, Intimidate, Common Lore (Tech), Tech-Use, Trade
(Technomat), Scholastic Lore (Tactica Imperialis), Stealth.

Starting Talents: Rapid Reload, Quick Draw, Modify Payload, Weapon Training (Las or Solid Projectile,
Low-Tech).

Specialist Equipment: Good Craftsmanship Auxiliary Grenade Launcher or Common Craftsmanship Voss
Automatic Grenade Launcher and 6 Frag or 6 Krak grenades.

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