Work
on the Xanthite sourcebook has been getting pushed back and back over
the last few months as I have been a lot busier with work, and what
hobby time I have has been dedicated to entries for EpiComp. The
heresy of 6mm gaming will end at the competition deadline of the 20th
of December and I will be able to get back to 54mm, and all things
Inquisitor. I thought I'd share some of the ideas I have had for
expanding upon the daemon weapons section from the Inquisitor
rulebook.
I
have made a few changes, which I think are for the better. Firstly,
daemon weapon abilities can be applied to all manner of objects now:
cursed tomes of forbidden lore, chain weapons and ranged weapons,
with a few caveats. The most powerful abilities are now restricted
to greater entities, so that the most destructive powers now carry a
far greater risk to the soul of their bearer. I have also aligned a
number of abilities with particular gods, to limit some of the
potential combinations, and to make them an anathema to those
aligned to the followers of their rivals. A possessed boltgun
capable of firing rounds that immolate its enemies in warpfire while
shielding its bearer from psychic powers can now be created, but the
greater entity of Khorne within will have a fearsome Willpower to
overcome.
Here
are some of the new daemonic properties available. The first 4 are
unaligned properties, and one property aligned to the powers of
Khorne, Nurgle, Slaanesh and Tzeentch, respectively:
Aether-Honed
The
blade possesses an edge sharpened by the incomprehensible energies of
the warp. When rolling for the damage, the attacker may roll one
extra damage die and discard the lowest rolled.
Ensnaring
The
blade splits into twisted, thorny appendages and delights in winding
around the weapons and limbs of its foes. Opponents are at an
additional -20% to parry or dodge attacks from the weapon.
Leaper
The
daemon once soared on bat-like wings, and now blesses its bearer with
the ability to cover vast distances in single bounds. When bearing
the weapon, the character counts as if equipped with a jump pack.
Veil
of Darkness
The
daemon within the blade absorbs light, obscuring its bearer in
shadow. Awareness tests to visually locate the bearer are at -20%
when the weapon is drawn.
Destroyer
This
Khornate blade revels in the taste of blood, growing more powerful
with every drop. When the weapon successfully inflicts damage after
deductions for armour etc., add this value to the damage of the next
hit. The blade must taste blood once a turn or all bonuses are lost.
Remember, Khorne cares not from where the blood flows (Greater
Entities Only).
Vomitorium
Drooping
maws line the weapon, leaking putrescent bile and maggots from their
rotten lips, that is vomited out on command. Once per turn, the
bearer may unleash a wave of filth at his foes. This shooting attack
counts as a hand flamer, that inflicts an additional D6 damage if its
target fails a Toughness test, but cannot set the target on fire.
Neuron
Render
The
daemon within loves nothing more than to overstimulate the nerve
endings of its foes to excruciating levels, leaving them
incapacitated and vulnerable to killing blows. The weapon counts as
Shocking.
Hex
The
daemon subtly alters the future of its opponents, leaving them at the
mercy of fate. All blows struck by the weapon are critical hits, or
placed shots in the case of ranged weapons (Greater Entities only).
It
has been a lot of fun coming up with new daemonic properties, and I
expect I may come up with more before I get the sourcebook finished. One of the major hurdles I have to complete for the book is building
and painting a number of models to illustrate its pages with.
Hopefully I can get them built and painted by the end of March 2016. Then I can concentrate on formatting the sourcebook and writing some
fiction pieces to go with it. I would like to encourage everyone to
consider sharing any pictures of your own models or any pieces of
fiction you would like to see in the sourcebook. Full credit will of
course be given.
The
Carthaxian Inquisitor