Mechanicum issue for Legion distribution. Circulate to armoury officers, attached adepts, and unit leaders.
Volkite weapons are standard-pattern infantry arms across multiple Expeditionary Fleets and are issued as a true alternative to bolt weapons for line use. They exist in the same functional categories as bolters—pistols, carbines/rifles, and heavy support patterns—with comparable handling and employment.
Employment Summary
Volkite weapons deliver focused thermal discharge. In field terms: rapid heat transfer on contact, ignition of flammables, and incapacitation of unarmoured or lightly armoured personnel. Effects are immediate, visible, and morale-degrading in massed engagements.
They are best employed for:
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Line-breaking and clearance against mass infantry
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Shipboard actions where sustained fire and disruption are decisive
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Compliance sweeps where targets are numerous and protection is inconsistent
Advantages
1) Endurance per load
Standard power cells sustain approximately double the firing cycles of an equivalent bolter magazine. This reduces reload frequency and simplifies resupply under extended operations.
2) Secondary effects
Ignition is common. Targets may continue moving while burning; nearby combustibles may ignite. This produces disruption beyond the immediate casualty count.
Limitations
1) Reduced authority versus battle armour
Volkite is less reliable than mass-reactive shells against hardened protection. Plating, void-suits, and battle-armoured infantry (including many power-armoured patterns) resist thermal transfer better than they resist penetrative detonation. Volkite remains lethal with concentration and volume, but it is not the preferred solution where hardened armour dominates.
2) No ammunition modularity
Bolters can be mission-tailored through specialist munitions (penetrators, incendiaries, etc.). Volkite power cells do not accept equivalent “load swaps.” Output can be maintained and calibrated, but flexibility is reduced compared to bolt platforms.
Operational Note
Volkite weapons are not “worse bolters.” They are a different kill mechanism with strong logistical performance and excellent effect on massed or lightly protected targets. Where hardened armour dominates the opposition, plan accordingly and allocate appropriate anti-armour assets.
Safety and Collateral Control Notice
VOLKITE EMITTERS ARE NOT A PRECISION TOOL. Secondary fires are a predictable outcome of correct operation.
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Do not employ volkite in oxygen-rich compartments, fuel-adjacent spaces, munitions handling areas, or any environment where atmosphere control is degraded or uncertain.
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Do not employ volkite when mission parameters prioritise capture, infrastructure preservation, or minimal collateral damage. If you need the room intact when you are done, choose a weapon that does not attempt to set the room on fire.
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Void discipline: if you must fire in confined spaces, ensure seals are sound, suppression assets are positioned, and egress routes are planned. “It will burn out” is not a plan.
Addendum: Reports of armoury-serfs “tuning volkite output” to reduce ignition are to be logged as negligence unless authorised by the Forge. The weapon functions as designed.
Game Stat Entry
Volkite (all patterns)
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Profile: Identical to the equivalent bolt weapon (range, damage, RoF, etc.).
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Ammo: Double the magazine/cell capacity of the equivalent bolter.
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Special Ammo: Cannot use special ammunition of any kind.
Thermal Ignition
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If the target is flammable, it gains Burn 1:
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Takes 1d6 damage per round.
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May also trigger panic (per your morale rules).
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End of each round: roll the burn die — on 1–3 the burn stops; on 4–6 it continues.
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Heavy Volkite (support patterns)
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If the target is flammable, it gains Burn 2:
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Takes 2d6 damage per round.
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May also trigger panic.
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End of each round: roll both burn dice — the burn stops only if both dice are 1–3; otherwise it continues.
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