Technoarcana of the Ordo Myrmidon

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The Myrmidon sect are considered brash and boorish amongst a Machine Cult that divests itself of emotion - they are the Order dedicated to worship of firepower in its raw form they worship the Gun as the most divine expression of the Omnissia-as-Destructor fusing themselves into weapons platforms for their favoured weaponry making them some of the Machine Cults most fearsome Priests Militant.


To be inducted into this Ordo a character must have the Servo Rig trait and must select the Weapon of Old Night upgrade for it and must have either the Heavy Weapons or Special Weapons trait - the majority of powers of the Ordo Myrmidon revolve around enhancing the firepower of this item;


Martian Device - Antigua Scorpii

Upon induction into the Myrmidon order a Tech Priest must choose join one of two sub-sects that of the Destructor (if they choose to focus on Heavy Weapons) or that of the Secutor (if they choose to focus on Special Weapons) upon their full initiation into the cult, they will be presented with one of the ancient Antigua Scorpii the artefact weapons of the cult. Each of the Antigua Scorpii are based off one of the existing weapons found under the Heavy Weapons or Special Weapons sections and replace those weapons entirely with the stats shown beneath.


Ammunition for these weapons is rare; you may not use supplies other than your own to reload these weapons; however , your fellows may trade their supplies with NPCs who can reload them.


THE SCORPII SECUTOR (SPECIAL WEAPONS)


Ammo Rigs: Secutors eschew the heavier weapons of their Destructor brethren for less impressive but more sustained destruction. Unless instructed to by an ability they only consume one supply per combat scene where they reload their integrated weapon.


Maxim Bolter
A rare rotary chamber variant of the standard bolt gun the Maxim Bolter feeds faster than a standard bolt weapon.
This weapon does not benefit from the Servo Rig ability to expend endurance to make calls when you lack supplies as it uses solid rounds.


  • You may call Bolt - this weapon is considered to be a 2-handed weapon regardless or size.



In addition you may push this weapon to do the following:


  • You may set the weapon mode to detonate bolt rounds before they strike the target creating deadly sprays of shrapnel. The weapons range drops to 5-metres and its calls become Rend Repel. In order to return to the original firing mode and call Bolt again you must Recuperate and spend time recalibrating it.



Curse: The next time you fire this weapon the bolt feed into the weapon jams and damages several rounds in the feed expend 1 supply and spend 10s clearing the jam to use it again.


Arc Scourge
Powerful electrical generators turn these electricity projectors into deadly weapons sending arcing fire across the battlefield electrocuting flesh and overloading machinery as they go.


  • You may call Rend or Blam and you may spit arcing lightning at your foes and make up to three consecutive calls of Dakka, at a rate of once per second after which you must Reload (consuming a Supply)
  • You may always call Blam with this weapon even if you have no Supplies.


In addition you may push an Arc Scourge to;


  • Once per scene, expend a supply to allow you to append Haywire onto your Rend calls until you reload. 



Curse: Arc weapons are prone to becoming charged and discharging into their user whenever you Reload you take the Haywire effect.


Irad-Clenser
Horrific weapons that bathe their foes in cross-spectrum radiation igniting clothing and flesh and leaving long-term radiation sickness in their wake. 


  • You may make between one and six calls of Burn in a single burst (try to limit calls with 1 second intervals between them), after which this weapon reloads, spending the time cooling and charging.



In addition you may push this weapon to;


  • Expend a supply to make between one and three calls of Burn Weaken in a single burst (try to limit calls with 1 second intervals between them), after which this weapon reloads, spending the time cooling and charging. 



Curse: These weapons are as toxic to the carrier as they are to their targets - for the next scene every time you reload you take the effect of the Weaken call.


THE SCORPII DESTRUCTOR (HEAVY WEAPONS)


Las-impulsor
Heavier versions of the more ubiquitous lascutter used across the Imperium as an industrial device and military breaching tool, the las impulsor is designed to be operated by heavy servitor constructs or workers operating outside of gravity where its sweeping beams can be used to cut sections of hull plating to size for Imperial warships.


  • At targets over 5-metres away the Las-impulsor may be swept from side to side allowing you to call Dakka at a rate of once-per-second up to ten times in a single burst of fire, after which you must spend five seconds reloading your weapon. However you only consume Supplies every two reloads.
  • At targets under 5-metres away the Las-impulsor may call Bolt reloading every 10 shots.



In addition you may push the Las-impulsor;


  • Once per scene you may expend a Supply to make a single call of Sunder at a target that is under 5-metres away from you. You cannot use this again until you have Recuperated.



Curse: Las-impulsor cells are prone to becoming charged and discharging into their user whenever you Reload you take the Haywire effect.


Mauler Bolt Cannon
Specialised variants of the Heavy Bolter fed by huge ammunition hoppers Mauler’s were once prevalent as armament of the massive automata of the Mechanicum - in the modern era many have been salvaged from those defunct creations and taken by the Myrmidon Destructors as their armaments.


  • You may call Bolt and may append the Repel call to your calls. However you only need to reload every 20 calls and due to the massive ammo feeds you carry only consume a supply every 2 reloads.



This weapon cannot be pushed and has no curse as a result.


Conversion Beamer
Rare in much of the Imperium, the Destructor cults of the Prosperitas Sector have obtained a number of these arcane weapons though trade with the Squat enclaves that occasionally pass through the sector. Arcane weapons that use focused antimatter beams to induct subatomic explosions at the point at which they strike the target. These beams collect more energy the further they travel making them far more dangerous at distant ranges then they are up close.


  • At targets over 10-metres away you may call Boom; at targets under 10-meters away you may call Bolt Repel - this weapon reloads every 5 shots it makes.



In addition you may push the conversion beamer;


  • Once per scene you may expend a Supply to make a single call of Sunder after spending 10s aiming at a target over 10-metres away and not moving. You cannot use this again until you have Recuperated.

Drawback: Due to the focusing lenses of these devices you must be static to fire them.

Curse: Antimatter cells are incredibly dangerous to handle and a damaged one can be lethal - the next time you Reload, call Boom centred on yourself as the cell detonates.


Rites Atomatic
As an Order that favours ranged fire, the Myrmidons are equally known for their incredible durability, hunkering behind projected atomatic shielding field in order to defend themselves against their enemies;
  • You may call Deflect up to twice per scene. You cannot fire for 10s after calling this, you cannot use this against calls with Haywire attached.

In addition you may push these rites to;

  • Call Repel against targets that get within distance to strike you with Melee or Mass Repel as appropriate if you are being swarmed.
  • Once per scene you may call up an atomatic palisade, a wall of energy - you cannot make melee attacks or ranged attacks and you cannot move faster than a slow walk while this field is raised as it takes all your concentration to maintain this field. This lasts up-to 30s or until you drop it - while it is active; 
    • Anyone who is immediately behind you can treat you as cover against ranged attacks from the direction you are facing.
    • You are immune to ranged attacks from the direction you are facing (call Deflect) with the exceptions of those with Warp attached.
    • Anyone who gets within striking distance of you in melee you may call Repel or Mass Repel against at will if they are in your front arc.
    • The Haywire call and calls with Haywire attached end this shield even if 30s are up and you take the damage from any attached calls (but not the Haywire effect)
    • You may call deflect to the first call of Sunder (providing it doesn’t have Warp attached) that strikes your shield or an ally in cover behind you but this shield ends immediately 
    • Once this drops it cannot be used again until you have Recuperated.  


Feedback-Curses
In addition to the standard triggers for power checks a Myrmidon must also do a power check for every time they move faster than a slow walk - their ancient weapons are often quite decrepit and dangerous if jostled too vigorously. Whenever you fail a power check you suffer the following effect;
  • Each of the Antigua Scorpii has a different Curse whenever you fail a test this curse activates the Rites Atomatic trigger these as well.