TYBOR'S RAMBLINGS

Resource Site for the Dark Heresy Roleplaying Game
HOME

CHAOS

Great Daemon Nel'zradrikdskeldrak

Ilmrardol, Daemonhost

Adraligol, Daemonhost

Great Daemon Dersharabon

The Yu'Vath

Cult and Leader

Chaos Gear


This website is dedicated to my campaign taking place in the Dark Heresy RPG published by Black Industries. I will at times publish my own material used in my campaign. The material is based on the Warhammer 40.000 background created by Games Workshop, IP rights currently held by Fantasy Flight Games.

Using my stuff...
I have absolutely no problems with anyone copying my stuff from these pages. However please don't copy my stuff to your own website and such, post a link to my page instead. It just seems rude to take other peoples work without asking first. The pictures used here are from the Nasa web site. Contact: Feel free to drop me a line if you feel like it. Perhaps some comments or suggestions.

Tybor's mail!

Daemon Weapons.

A daemon weapon is forged in the cold dark fires of a chaos furnace where reality clashes with the warp itself. These weapons have been hammered out on crying soul-anvils accompanied by the desperate screams of the innocent and finally quenched in the blood of a more than a thousand doomed mortals. A horrible daemon is bound to the weapon by dread runes and dark words so profane that a mere whisper would kill all but the sturdiest of men. A powerful symbol of the favour of chaos these weapons are only given the most devout and zealous mortal followers, indeed the acts of depravity and corruption that is rewarded with such a weapon is far beyond the scope of mere mortal understanding. Made from warp stone steel, these weapons have an unholy dark glow to them, leaving no doubt about their evil nature.

The Nature of Daemon Weapons
A daemon weapon is easily detected by anyone using psyniscience, indeed weaker minds might go mad as the daemon trapped in the weapon reaches out with its mind. The Daemon blade has a will of its own and will at all times seek to further its own ends. It tolerates only wielders in favour with the power it serves or if the wielder is exceptionally strong willed, mentally cowing the daemon into compliance. Whenever the daemon inside the blade feels the need to attempt assert its will the result is an opposed will power test, daemon against wielder. The first to win an accumulated five degrees of success wins the opposed will power test. The Resist Possession minor psychic power applies here. If the wielder wins, the daemon is cowed by the wielders power and complies with the wielders wishes. If the daemon wins it will take possession of the wielder and control his body, either consuming the wielders soul in the process or making him take its place in the weapon.

The situations that make the trapped daemon attempt to posses the wielder is:
-When the weapon is picked up for the first time. -When the wielder is doing something opposed to the ethos of the power the daemon serves. -When the wielders Will Power stat changes to a lower score.

When a daemon weapon hits; a number of things happen:
-For every wound a daemon weapon causes, the victim gains one level of fatigue. If the target receives more than twice it’s Toughness Bonus in fatigue levels, its soul is consumed by the daemon in the weapon.
-For every soul consumed by the daemon in the weapon, the wielder gains a temporary +10 in his Strength stat to a maximum of 100.
-For every soul consumed the weapon’s armour penetration increases by 1 to a maximum of +5 to penetration.
-Every time a soul is consumed, there is a chance that the wielder will be consumed with bloodlust for more power. The wielder must pass a WP test or go into a blood frenzy, attacking the nearest enemy, and if no enemies is left, then nearest sentient creature. The frenzy will subside once the daemon is sated or if the wielder accumulates 5 degrees of success on WP tests in the rounds following the frenzy.
- Any victim hit must pass a WP test or immediately receive 1d10 corruption points as the daemon whispers insane words of blasphemy and depravity into the mind of the victim.
- A daemon weapon has the "Warp Weapon" trait.

The Daemons
Trapped inside the weapon is a daemon of varying power and stature. The stats of such daemons should be determined by the GM on a weapon to weapon basis. Most weapons use the profile for an Incarnate Lesser Daemon as described on page 351 in the Dark Heresy Core Rulebook. The more special weapons containing greater daemons and daemon princes need some special attention by the GM.
As a general rule it should assumed that a daemon prince has a stats akin to an unbound daemonhost and a greater daemon stats as a once-bound daemonhost.
A weapon with a lesser daemon inside is sated once it has killed and consumed the souls of ten sentient beings. A weapon with a greater daemon is sated when is has consumed 20 souls, and a daemon prince 25 souls.
Daemon Weapons counts as having a power field when used against adversaries with power weapons.
The destruction of a daemon weapon is different for each weapon, and will most likely release a very nasty daemon only to keen on inflicting death and destruction on its incompetent wielder and his enemies alike, before returning to the warp. Destroying a daemonic weapon can be a quest unto itself, and should not be an easy feat.
Daemon Weapons are always melee weapons. And the talent, Melee Weapon Training (basic) is used.


Name

Class

Range

RoF

Dam

Pen

Clip

Rld

Special

Weight

Availability

Lesser Daemon-Weapon

melee

-

-

1d10+3 R

3

-

-

Possession

3kg

Legendary

Greater Daemon-Weapon

Melee

-

-

1d10+5 R

5

-

-

Possession

3kg

Legendary

Daemon Prince-Weapon

Melee

-

-

1d10+7 R

7

-

-

Possession

3kg

Legendary


Red Horizon

Few drugs are as addictive as Red Horizon. The drug is produced on the chaos world Irminthok situated in the outer rim of the Eye of Terror.
The fungus that supplies the raw Red Horizon grows from the still living flesh of fixated humans, which are bred like cattle on Irminthok. A human growth medium is necessary for the fungus to thrive and grow. The fungus is harvested by fell spinners, the daemons that oversee the farming process. The harvested fungus is refined in great metal silos, a process that takes about a month to complete.
The drug is typically bright red and is mostly bought in small packages containing enough drugs for 5 uses or so. The drug is mixed with special dried herbs designed for smoking, normally the herbs from lho-sticks is used. The drug is very popular among various Slaanesh cults, where it is burned in braziers while the “orgy” takes place. The drug is very cheap compared to obscura with 5 doses costing about 50 thrones or so in the lower parts of a hive.
The drug confers an effect akin to that of Obscura on the user, a dream-like state that lasts for 1-3 hours. The drug also affects the user like a Spook drug, making the user use the powers in his dream-like state. If a psyker uses the drug he will experience the same obscura like effect, however he will be subject to possession by an incarnate lesser daemon of addiction. Note that a character who receives psychic powers under the influence of Red Horizon will not be subject to possession.
A character using Red Horizon has to make a Toughness check to resist the spook like effect, failure means losing a fatigue level and of course the obscura takes effect. The obscura effect will happen regardless. Any psyker will have to make opposed Will Power rolls against an incarnate lesser daemon with an accumulated 5 degrees of success to fend off the daemonic possession. The normal rules for possession on page 331 in the Dark Heresy core rulebook apply. When the drug’s effect wears off the user enters a state of deep depression for 2-20 hours, with more Red Horizon being the way to lift the depression. The affected user suffers a -10 penalty to Will Power during the depression; maybe even more if the user has been using the drug for an extended period.

Red Horizon Addiction Incarnate Lesser Daemon
This Daemon has no corporal form, it only exist to attempt possession of drug users. Once it has taken possession of an individual it will do anything to feed the drug habit, basically behaving like a junkie on steroids. Being clean for more than a week will force the daemon to leave its host. When attempting possession of a host it promises its would-be host a perpetual dream-like state akin to that of obscura.

WS

BS

S

T

Ag

Int

Per

WP

Fel

-

-

-

-

-

30

45

30

-


Wounds: None.
Skills: Awareness, Psyniscience, Speak language (low gothic), Speak language (high gothic), Deceive.
Traits: From Beyond, Possession.

Disclaimer
This web site is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.