N18 Evolving Weapons/Wargear (combine Whispering weapons and Spyrer suits)

Baffo

Gang Hero
Aug 2, 2018
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Since we were introduced to the concept of Whispering weapons in the last Apocropha, I've been thinking of alternative ways to represent 'cursed/possessed' weapons/objects of Chaos/Xenos origin in Necromunda campaigns. I like the idea, but the execution is a bit 'hit-or-miss' for me (2 of the 6 official Whispering weapons are decent, while 4 are massively overpriced liabilities), but with the introduction of Spyre hunter suits and their 'upgrade' mechanic, I feel we have something interesting brewing...

As far as I understand Spyrer suits, for every 4 kills, the suit gets either to remove all Glitches (=lasting injuries) or roll once on the 'Upgrade table' (D6 roll):
1-4: Stat upgrade for the Spyrer
5-6: Wargear upgrade
Wargear upgrades seem to be divided into Armor, Melee weapon and Ranged weapon upgrade tracks, each with essentially 3 strictly predetermined upgrade levels.
The detail I am not quite clear on yet, is weather Spyrers gain any 'normal XPs', or if they are focused exclusively in Kill-count for their advancements (which would make the Spyrer suit more of an actual 'protagonist' than its bearer).

Anyway, if we take some of these mechanics and just transfer them to Whispering weapons, we can create 'possessed' weapons that grow in power the more kills they accumulate.
Now, these would be used by fighter types that can gain XPs normally (which effectively covers the 1-4 stat advancements in the Spyrer rules), meaning we would need to increase the 'Kills threshold' for weapon upgrades to something like 8-10 kills per level-up and probably increase the number of possible levels or go for 2-3 upgrade tracks (1. Weapon stat upgrades, 2. Weapon trait upgrades and maybe 3. Skills conferred by the weapon).

Now, this whole idea thematically works best for Chaos corrupted melee weapons (especially the overall rules of Whispering weapons), where you could start with an 'average' weapon profile and just the Whispering trait added (no extra special rules like the cumulative Cool buff from the Gleeful judgement, for example) and have it gain upgrades with kills to evolve into a properly impressive weapon.
Granted, this would have to be carefully vetted/managed by the Arbitrator, likely in a custom campaign, where each gang starts chaos corrupted and with 1 such weapon on their leader and they battle it out to prove they are the mightiest ascending champion of chaos in the making, or something along those lines.

What do you think? What possessed weapons/items would you associate with each Chaos god, or alternatively what Imperial loyalist/Xenos artefacts could also fit into this concept (evolving weapon that influences its bearer)?
 
As an example, lets go with something easy to theme: Khorne's Posessed weapon.
Now, since it is Khorne in 40k it has to be some sort of Chain axe: either 2 paired axes or one big Executioner-style axe... Lets do one of each:

1. Wrath & Ruin (Paired Chain axes)
Base weapon profile like Paired Pulverisers (+1 Str, D1, Ap-1, Melee, Paired, Whispering) = 100 Creds vaule/rating (+15 per Advancement)
- Weapon Stat Advancements:
1. Gain +1 to hit in Engagement rng
2. AP becomes -2
3. Damage becomes 2
- Weapon Trait Advancements:
1. Gain Parry
2. Gain Shred
3. Gain Rending
- Conferred Skill 'Advancements':
1. Bull charge (Ferocity) - +1 Str and Knockback on Charge
2. Frenzy (Savagery) - +D3A -1 to hit on Charge
3. First to the Fray (Butcher's Special rule) - Charge = M+D6''

2. Skulltaker (Chain Glaive)
Base weapon profile like 'shortened' Chain glaive (+2 Str, D2, AP-2, Melee, Unwieldy, Whispering) = 100 Creds vaule/rating (+15 per Advancement)
- Weapon Stat Advancements:
1. Gain +1 to hit in Engagement rng (will cancel-out the -1 to hit when weapon gains Versatile trait)
2. AP becomes -3
3. Damage becomes 3
- Weapon Trait Advancements:
1. Gain Versatile 2'' and -1 to hit in Engagement rng (like a normal Chain glaive)
2. Gain Entangle
3. Gain Sever
- Conferred Skill 'Advancements':
1. Crushing Blow (Ferocity) - +1 Str and +1D on 1 attack/fight
2. Killing Blow (Savagery) - Make only 1 attack at double Str, D and no Armor saves allowed.
3. Bloodthirst (Custom) - For each enemy taken OoA, Bearer removes a Flesh wound or recovers a lost Wound.

Things to keep in mind:
- Whispering traits drawbacks for Bearer's 'deaths' will add Reckless after the first 'death', +1 Str after 2nd, normally Insanity at 3rd (which would be pointless, if we consider any character using these weapons would be in a Chaos corrupted gang and therefore Immune to Insanity, so we might have to rework this 'drawback' to actually do something) and 'perma death' at the 4th OoA (or alternatively turn into a Chaos Spawn, since these are Chaos cursed weapons).
- Yes, once these weapons gain all their advancements they become quite terrifying, but each level-up requires 8-10 enemy kills, so between 72-90 kills... Even if we award extra 'points' for taking OoA enemy Champions/Leaders/Brutes (as more worthy sacrifices to awaken the weapon), getting that many kills done by one single fighter will require lots of games per cycle, lots of Multiplayer games or multiple connected campaigns or a perpetual campaign to actually achieve.
- Randomise which Advancement 'branch' you gain when levelling-up the weapon (just roll a D3; if you roll a branch you maxed, you can chose which other branch advances).

Now, Khorne is pretty simple to work with, since it is MELEE to the extreme and we even have Savagery skill tables to draw from, but things get a bit wacky with the other the other gods or when trying to make interesting Ranged Whispering/Demonic weapons (will write some more examples later).
 
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Ok, making Khornate Melee weapons was pretty straightforward, but how do we approach the other gods and particularly in regards of Ranged Whispering weapons, you would actually want to use; keep in mind these custom Whispering weapons are meant to be used in a campaign/scenario where each player will either choose or randomly acquire one of them, so they should all be an equally interesting/tempting choice and that is where we run into one major stumbling block of the Whispering trait on guns: Reckless after 1st 'death'. Add to it the fact that the main benefit of a Whispering weapon is its 'free Fight action' after taking enemies OoA in melee (even when the Whispering weapon is a gun).
Now we could simply 'house rule' the Whispering trait to work on Ranged attacks, but then again that might be truly over the top without proper restrictions, so lets stick to the 'melee cleave' benefit as written.

Now I could easily imagine a Template weapon for each remaining God (Bile spewer for Nurgle, Doom sren for Slaanesh and Warpflame thrower for Tzeench) and that would still work well for melee focused characters, but 'spamming flamers' feels rather repetitive/lazy, so lets put a bit more thought into it.

Starting with Tzeench, if we skip flamers (you can't beat the Balefire thrower for 120 creds anyway) we could go with a 'Thousand sons-inspired' Boltgun (except we already have Cursed boltguns and Warp rounds in the game) or something weird, like a gun that causes Warp anomalies/holes in reality, that slow down and debuff anyone caught up in them, potentially even spawning eldritch tentacles from its victims...

1. Veil Piercer (Tzeench Warp-gun)
Base weapon profile like a toned-down Gravgun (6'' Short, 12'' Long, +1 to hit at Short rng, *Str, D2, Ap*, Ammo 5+, Blast (3''), Graviton Pulse, Whispering) = 150 Creds vaule/rating (+15 per Advancement)
- Weapon Stat Advancements:
1. 9'' Short 18'' Long rng
2. +2 to hit at Short rng
3. Increase to Blast (5'')
- Weapon Trait Advancements:
1. Gain Cursed
2. Gain Radphage
3. Gain Shock
- Conferred Skill 'Advancements':
1. Psi-touched (Obfuscation) – Bearer can re-roll any Will checks to manifest/negate Wyrd powers.
2. Weakening (Custom) - -1 to any Stat checks while within the Blast.
3. Warp Tendrils (Custom) - Anyone going OoA whitin the Blast leaves behind a Beast Lure, and when manifesting Wyrd powers (while in the Blast) any doubles cause Perils in the Warp.


Next for Slaanesh, we got to go with some sort of Noise-based weapon; as mentioned before a Doom siren as a flamer-like template weapon could work, but what if made it a Sidearm, so it can be used in Melee (think of those ’loud-speaker’ mouth implants you always see in Noise marines art)?

2. Rapture’s Wail (Slaanesh Noise-pistol):
Base weapon profile of a mini-Boltgun (6'' Short, 12'' Long, +1 to hit at Short, -1 to hit at Long, Str 4, D1, AP-2, Ammo 6+, Sidearm, Knockback, Whispering) = 100 Creds vaule/rating (+15 per Advancement)
- Weapon Stat Advancements:
1. Strength becomes 5
2. AP becomes -3
3. Damage becomes 2
- Weapon Trait Advancements:
1. Gain Concussion
2. Gain Siesmic
3. Gain Rapid Fire (1)
- Conferred Skill 'Advancements':
1. Fearsome (Ferocity) – Enemies must pass a Will check to target bearer with CC attacks.
2. Got your 6 (Palanite drills) - Pseudo Overwatch against Charges
3. Cacophony (Custom) – While within 6’’ of Bearer enemies suffer -2 to all Mental checks (Ld, Cl, Will, Int).


Lastly, for Nurgle we have to go with a Plague-themed weapon and if we are not making ’flemers’, it has to be some sort of toxic grenade launcher.

3. Bile Spewer (Nurgle Plague-launcher):
Base weapon profile of a pseudo Grenade launcher (7'' Short, 14'' Long, -1 to hit at Short, Str 3, D1, Ammo 6+, Blast (3’’), Toxin, Whispering) = 130 Creds vaule/rating (+15 per Advancement)
- Weapon Stat Advancements:
1. 21'' Long rng
2. Remove the -1 to hit at Short rng
3. Increase to Blast (5'')
- Weapon Trait Advancements:
1. Gain Radphage
2. Gain Gunk
3. Gain Scattershot
- Conferred Skill 'Advancements':
1. Iron Man (Muscle) – Bearer’s T is not reduced by Flesh wounds.
2. Unstoppable (Ferocity) – 4+ to remove Flesh wounds or roll an additional Recovery die.
3. Cloud of Flies (Custom) – While within 3’’ of Bearer enemies suffer a -1 on all ’to hit’ rolls and everyone within 3’’ counts as being in at least ’soft cover’ (Bearer included).


Ok if we make up one more Melee weapon for these 3 Gods (a Sacrificial dagger or Force staff for Tzeench, a Sword, Spear or Whip for Slaanesh and a Scythe or Plague flail for Nurgle) along the 2 Khornate ones we made earlier we'd have a list of 8 demonic weapons for the players of our campaign to pick from; now if we wanted more choices (let say each weapon is unique and can't be chose by more than 1 player/gang, in which case the 1st game of the campaign would be a multiplayer to determine the order in which the players/gangs get to chose or randomly draw their Chaos whispering weapon), we could add all those Flamer style whispering weapons we purposefully avoided making this time around and one additional melee weapon for each God, meaning 4 weapon choices for each god (2 melee and 2 ranged for everyone except Khorne, who's all in on melee) and if we want more, we could throw in 4 Chaos undivided options for a grand total of 16-20 evolving Posessed weapons!

What do you think? Would you use these Whispering weapons on your gang leaders, in spite of the drawbacks and risks of the Whispering trait, or are they too 'weak'?
 
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I have finally gotten my copy of Hive Secundus and after spending some time rummaging trough its rule-book, I haven't found any rule/paragraph saying Spyrers don't gain normal XPs, rather the Spyrer suit Glitch table (their unique Lastinh Injuries table) on result 11 has the same 'Lesson learned = Spyrer gains D3 XPs', meaning Spyrers essentially have 2 Advancement tracks: Kill-count for suit upgrades and XPs like everyone else for stat/skill upgrades.
Normally that would mean as a Spyrer you don't want to spend XPs on upgrading stats that the suit can upgrade as well (like Ws, Bs, Initiative...), but the suit advances are random and if you roll a stat that is already maxed, the upgrade becomes automatically a weapon upgrade, so it might actually be sensible to use XPs to max out Ws/Bs 'early' to increase the likelihood of the suit upgrades (based exclusively on kill count) going into its weapon upgrades.
Setting aside 'spyrer levelling-up strategies' for now, if the Book of Desolation confirms that all Spyrers gain both XPs and kill count, since my 'evolving Demon weapons' mechanic is somewhat meant to mirror Spyrer suits in terms of 'official game balance', maybe having the weapon advances require 8-10 kills per level up is a bit too harsh/unattainable, so lets drop it to 5 OoA per level-up, no bonuses for champs/leaders (they'll get the extra XPs for that). This should still be challenging enough to require 2-3 games per level up, unless they're involved in multiplayer games or scenarios fighting hordes of NPCs, which feels a little bit more rewarding.
 
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Yeah I couldn't find anything stating that Kill Count replaces XP. Good find on the new injuries table (which do explicitly replace standard injury table). Spyrer also starts with a skill, and can't get skills from Kill Count, so would be weird/new to be able to get a skill but no more.
 
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To help me ’contrast and compare’ the various Evolving weapons I am working on, I ended up formatting them as ’reference cards’ I would use for the related campaign (print these out, sleeve them as Magic cards and mark the kill/death counts and evolution with a pencil/marker).
Having them side-by-side allows me to work-out which stat/rule buffs to apply, while keeping them thematically distict and somewhat consistent in ’power-level’, especially as I try to think-up additional ones, attempting to avoid them being repetitive or an ’excessive power-creep’ as I keep going...

So far I made only chaos related Evolving weapons, but we also have Gene-stealer and Malstrain corruption available in the game, so it would be ’fair’ to show them some love (for now I’m thinking some sort of Tyranid symbiote/parasite living weapons, that link the weilder to the Brood-mind and therefore lead to GSC corruption of the gang using them), as well as something for ’vanilla’ Outlaws and Lawful gangs (Necron, Tau and Eldar ’intelligent’ weapons and Imperial ’holy/saintly’ relics that may influence their users), but I am still working-out the ’fluff/logic’ to justify most of these, since that will inform their rules design and flavour.

As you may notice, trough this process all of the god-specific whispering weapons I described previously have changed to varying degrees (mostly in the traits/skills they unlock levelling-up) and I’ve defined some design patterns and upper/lower limits, in the name of ’balance’. For example, I decided to limit myself to making-up one ’unique’ rule/skill per weapon for their 3rd ’skill advancement’ and use only existing traits/skills/rules for all other advancements. Aditionally since these weapons are meant to corrupt the gangs using them, any character weilding any of these will have ’Inured to insanity’, making Insanity (the drawback for the 3rd OoA of the user) pointless, so for all Chaos weapons I instead changed it to gaining the Starved condition from the Dark uprising campaign and rather than just dying after the 4th OoA, the owner will turn into a Chaos spawn, as we often hear how the path of any aspiring champion of chaos will always end either becoming Exalted or devolving into a Spawn.

Khorne is ’Melee only’, so it has the only god-specific weapons that take up 2 hands/slots to weild, while all other gods have a one-handed melee weapon and a special ranged weapon as their options; besides those, there will also be a bunch of ’undivided’ weapons, that can be weilded by followers of any chaos god, mainly to generate more options, for larger gaming groups and to avoid pigeon-holing players into picking a chaos god/weapon because other choices ’ran-out’ or gangs that may mount-up multiple Underhells expedition to search for more such weapons...

Anyway, for now lets do an overview of the Evolving weapons and their Unique rules so far:
full.jpg


Khorne
Melee focused entirely on enhancing offensive damage output. For their ’unique’ Skills I gave each a passive ’always-active’ benefit and a secondary buff that ’activates’ only after they ’kill’ an appropriate enemy target in melee (the Skull Taker will accept only worthy offerings like champs/leaders).

1. Gore Twins (Paired Chain Axes)
It is all about charging, doing an obscene number of attacks and fishing for 6s ’to-wound’ to trigger Shred and Rending for maximum carnage.
- Blood Thirst: When performing a Charge move, this fighter advances an extra D3’’ (on top of the normal Movement+D3’’). Additionally, after taking OoA one or more enemy fighters with a Melee attack or Coup-de-Grace, until the end of the battle this fighter treats the Charge (Double) action as a (Basic) action instead.

2. Skull Taker (Chain Glaive)
This is the opposite approach: you can trade all your attacks for just one ’super-juiced’ attack and you want to go after enemy Champions/Leaders in particular, to assert dominance on the battlefield (aka Terrify anyone left). From a modelling perspective, I would go with one of the various 2-handed Chain axes/swords/glaives from World-eater Berserkers, Eightbound or Night lord kill team kits).
- Head Hunter: When resolving Melee attacks against fighters with the Gang Hierarchy (X) rule, this fighter may re-roll any 1s to-Hit and 1s to-Wound. Additionally, after taking OoA one or more enemy fighters with the Gang Hierarchy (X) rule, this fighter gains Terrifing until the end of the battle; if this fighter already had Fearsome or Terrifing, before triggering this effect, enemies suffer an additional penalty to Willpower checks triggered by Terrifing (-1 for pre-existing Fearsome and -2 for Terrifing).


Nurgle
Nurgle has always been about resilience and spreading plagues and poisons, so the unique skills for both weapons provide passive debilitating auras. Also, since the Bile Spewer is a Toxin weapon, instead of the normal +1 Str for the 2nd OoA of the weilder, it has a +1 to its Toxin to-Wound rolls (which will apply to both the Blasts and hits from the Poison Blood skill).

3. Frothing Sermon (Plague Censer Flail)
This weapon is mainly inspired by OG fantasy Skaven Plague censer bearers (ideally you would model it using some of the AoS Skaven censers with smoke, maybe some Dark angel smoky backpack censers or even the ’skull-filled’ flail from the Jackal’s kit), but its theme is all about being ultra resilient and ’self-healing’ by spreading Plague mist.
- Plague Mist: In the End phase of each round, before Recovery rolls, any enemy fighters within 3’’ of this model suffer an automatic Radphage hit (roll for the weilder as well): on 4+ they suffer a Flesh wound (roll separately for each affected model).

4. Bile Spewer (Plague Launcher)
Basically a Toxic Grenade launcher, fuelled by the weilder’s own vile bodily fluids (could be modelled with tubes from the gun going into the owner’s bloated belly, for max ’theme/immersion’) that attracts the characteristic Nurgle’s swarms of flies...
- Cloud of Flies: Any fighters within 3’’ of this model (him/her included) count as being Shrouded (-1 to-Hit with ranged attacks); any Rule/Skill that allows attackers to ignore/reduce Cover works on this as well. Additionally Enemy fighters within 3’’ of this model suffer -1 to-Hit on any attack rolls they make.


Tzeench
With Tzeench I wanted to enphasise its scheeming nature, so the weapons are marginally ’less killy’ than others, but they tend to focus on deception and debilitating/controlling the enemy either with free-casting Wyrd powers or turning chuncks of the battlefield into ’hazzardous terrain’ that debuff the enemy and spawn eldrich tentacles. Like with Nurgle’s Toxin weapon, in the case of the Veil Breacher being a Graviton weapon, the +1 Str for the 2nd OoA of the weilder was somewhat pointless, so instead the weapon gains Power (essentially +1 Damage on 6s to-Hit).

5. Slithering Malice (Ritual Dagger)
Essentially this is a Wisperbane Knife, meant for ritualistic blood sacrifices...
- Ritual Offering: This fighter becomes an Unsanctioned Psycher and can choose one Wyrd power from either the Chaos powers table or any discipline from the Book of Outcasts. After taking one or more enemy fighters OoA with a Melee attack or Coup-de-Grace, instead of using the ’free Fight action’ (granted by the Whispering trait), this fighter can choose to manifest one of its Wyrd powers as a free action. If the enemy that triggered this had the Gang Fighter (X) rule, this fighter can manifest a Simple or Basic action power, while if the ’sacrificed’ enemy had the Gang Hierarcy (X) rule, this fighter can manifest even Double action wyrd power for free.

6. Veil Breacher (Warp-gun)
This is basically a Grav-gun, that creates small warp-breaches in reality, to slow-down and generally weaken anyone caught up in them and sometimes even summon warp entities attracted by the anomaly. From a modelling perspective, this could be represented with one of the weirder Van saar/Mechanicus guns (Grav/Rad-guns), a chaos-y energy gun or even an arcane tome (like the ones from Chaos SM Legionares Kill team, Redemptionist or Inquisitorial agents/retinue kits).
- Warp Tendrils: While within the Blast AoE, any fighter suffers a -1 penalty to any Statistic checks they are required to make and any doubles rolled, while manifesting/negating Wyrd powers, will trigger Perils in the warp (not just 11 and 66). Additionally any fighter going OoA whitin the Blast AoE, will leave behind a Beast lure token, when removed from the table.


Slaanesh
Slaanesh is mainly about excess in all fields, but I focused mainly on the ’Noise weapons’ and ’Martial pride/arrogance’ themes, so the unique skills ended up being pretty big auras that influence/control the enemy behaviour, but unlike previous auras, the weilder have to take enemies OoA to activate and empower these auras.

7. Height of Hubris (Hex-Blade)
This is the manifestation of ’Come at me, Bro!’ to the extreme: all its conferred skills revolve around baiting enemies into close combat and punishing them for it.
- Provocateur: After taking one or more enemy fighters OoA with a Melee attack or Coup-de-Grace, instead of using the ’free Fight action’ (granted by the Whispering trait), this fighter can activate their Provocateur aura, which lasts until the start of their next activation and has a range of 6’’+1’’ for each enemy taken OoA by this model this battle (max 6). Any enemy fighters (not Broken or Seriously injured), starting their activation within range, must make a Willpower test; if the enemy that triggered this had the Gang Fighter (X) rule, apply a -1 to this test, while if the ’triggering’ enemy had the Gang Hierarcy (X) rule, apply a -2 penalty to the Will test. If the Willpower check is passed they can activate normally, but if it fails, they must immediately declare a charge toward this model, or stand up and move directly toward him/her, if they were pinned to start with.

8. Rapture’s Wail (Doom-siren)
In the end I opted to make it a Template weapon, since to me it better fits the idea of a sonic weapon. From a modelling perspective, this could be represented by some Loud-speaker-like contraptions on the models backpack/shoulders or mouth (think of the typical Noise marine’s art), leaving their hands free to use some scary melee weapon (preferrably a Versatile weapon, to stay out of enemy engagement/reaction attack range), to take advantage of the Whispering trait’s ’free fight actions after kills’.
- Cacophony: After taking one or more enemy fighters OoA, this fighter activates the Cacophony aura, which lasts until the end of the battle and has a range of 6’’+1’’ for each enemy taken OoA by this model this battle (max 6). While within range enemy fighters suffer a -1 penalty to any Mental (Ld, Cl, Wil, Int) stat checks they are required to make, can’t initiate or be part of group activations, nor can they use or benefit from Lead by example and Leadership skills. In Stealth missions ’activating’ this aura will automatically trigger the alarm and if using Visibility (X), the weilder will always counts as Revealed (due to the constant noise they make).
 
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