What should your focus for the rest of the Quest be?


  • Total voters
    234
Voting is open
Karnivors should be melee monsters, think lowercase knights, so a melee weapon, a shield, and a short to mid ranged weapon I think. That shield gauntlet looks good.

Dunno about the ranged weapon. Does Karnivore have something to shoot at infantry with? Can it even be threatened by infantry?

Keep in mind that Karnivores are linebreakers and should be followed by legged tanks into the breech.
Karnivores do not have any weapons that can handle infantry iirc other than just stepping on them.

Anyways, here's my idea:

[] Star Impulse Rotary Lascannon (Weapon): this fierce weapon is the result of an attempt to give the Karnivore armiger knights ranged anti-armor firepower. In essence, it is five oversized lascannons built into a rotating frame with an overstrength cooling matrix. This provides it the ability to lay down a withering barrage of coherent destruction consistently as each lascannon is fired in sequence and cooled by the cooling matrix. This weapon can lay down fire for as long as the knight pilot wants to thanks to its cooling capacity. By the time the fifth lascannon has fired the first lascannon in the sequence has cooled and recharged for firing.
 
Last edited:
Karnivors should be melee monsters, think lowercase knights, so a melee weapon, a shield, and a short to mid ranged weapon I think. That shield gauntlet looks good.

Dunno about the ranged weapon. Does Karnivore have something to shoot at infantry with? Can it even be threatened by infantry?

Keep in mind that Karnivores are linebreakers and should be followed by legged tanks into the breech.
This is what Karnivores look like. They literally only have a giant chainsword, a Claw, and a few missiles on their back. Not much else.

 
The karnivores are already melee monster, A Shield, an armiger already has inbuilt ion shields isn't that much of a difference maker compared to the rapid onslaught of attacks they can output from their dual melee weapons, They are already pretty perfect, what we need is gear for filling out everything OTHER then Melee.

Infernus Minor - One arm
Designed as an Upscaled Heavy flamer, and taking inspiration from the Inferno cannon of the malcador Infernus, The infernus Minor Fires a Volatile jelly Mix of Promethium and other choice accelerants at incredibly high pressures, Capable of denting vehicle plate if used as a simple water cannon. These High pressure streams are met with the Pre-ignition sequence as they travel out of the barrel, Setting the Volatile Mixture aflame in what has been described as "Sun-fire" when fired by an inferno cannon proper. While lacking the Sheer Volume and size of the Infernus cannon, The Infernus Minor is still fully capable of melting Anything stupid enough to within its sight for any longer then a moment. The Infernus Minor is a One arm mounted weapon, Designed for use on the Armiger for dealing with entrenched positions and hordes of infantry, although it has proven itself to be quite devastating on even power armoured troops given the firestorm it can unleash.

Hunter Killer Brace - equipment
4 hunter killer missiles designed to be fires individually or together, The brace is heavier then most vehicles can carry without comprimising their profile or weight distribution. The armiger lacks such problems, Carrying the Carapace mounted Hunter killer brace with little issue, Providing it with 4 devastating AT Missiles able to make even the heaviest vehicles sit up and take notice.

Tri-Lascannon - one arm
Essentially a trio of lascannons Bound together, the tri-lascannon is designed to replace of the armigers arms. , providing the reliability of a lascannon to the knight. This trio of lascannons have been designed to switch between firing in sequence, Or in a single volley, depending on the needs of the pilot.
 
Last edited:
Some ideas with no polish, feel free to steal:

Heavy ion shield
A large slab of armor with a directional ion shield projector, intended to allow Karnivor packs to survive charging heavy defensive lines and wreck havoc within them.
A discardable variant without the ion could also be quite useful.

Shield gauntlet
Always useful when charging your enemies, or duelling them.

Discardable missile launcher
Fire for effect before/while charging, discard, use the free hand to draw or twohand a melee weapon.

Impact hammer
Squishes enemies around point of impact, somehow.

Lance with a plasma torch/lightsaber
Great against tanks and other heavy armor, one stab one kill. Possibly also plasma flamethrower or caster, or even both. Would be great with the shield I think.
Possible self destruct option on throw?

Brace of throwing axes
Is cool, melee+short ranged option.

Guided power boomerang
You read that right. Also a melee and short ranged option, very cool too. I like this idea.


Discardable equipment: booster pack
Thrusters and such to make charging faster. Might not belong here.
 
Last edited:
Seraphim Class Jump Rig - Equipment
A heavy Series of thrusters and anti-gravity plates, The Seraphim Class jump rig is designed to mimic Grav-chutes and space marine jump packs, albeit on a decidedly LARGE scale. Mounting quadruple Promethium Burning thrusters along the sides and back, The jump rig is bolted unto the middle section of a armiger platform, Designed to sit under the hump of the carapace. Combined with a heavy duty anti-gravity generator, The mass of the armiger is rendered far lighter then it should be.
While this alone does not render it capable of "flight", still being to heavy for the thrusters, the armigers own ability to jump is now capable of thrusting it into the air when paired with these thrusters, Similar to an Assault Space marine, at which point the thruster are more then sufficient for ensuring a safe, on target landing, typically untop of someones head. This gives the Armiger Far, far more mobility, dashing and leaping around the Battlefield like an assault marine writ large.
During sub-orbital insertion, These same seraphim Jump packs allow the Armiger to perform what has become known as The "Flatpaw special" Named after the yeeni squire who managed to convince the engineering team to first try it, Dropping straight into combat ontop of the enemy.
 
Last edited:
Do we have flamers available already? Cause those would be usefull against infantry, or nurglings.
You have flamers available.
How about a teleporter to allow Kharnivores to blink around the battle field and immediately close range?
No teleporters unless you are willing to roll the dice on corruption everytime they are used. Your Knights are a tasty target for Daemons to grab if they can, especially Khornate ones.
Guided power boomerang
Lmao. I'll allow it for the heck of it.
 
Large Beatin' Stick - One-Handed
We have an orgyn on the development team, please tell me their name is professor/doctor smarty pants

Guided power boomerang
You read that right. Also a melee and short ranged option, very cool too. I like this idea.
Lmao. I'll allow it for the heck of it.
. . . Can we turn the chain sword and claw into a power sword and power claw?
 
Quick, combine with the mechanized division reform and have a carnivore sized, vehicle mounted gun for them to operate. A big truck to haul the gun around, and a carnivore to point it in the right direction.
 
Templar-Class Gauntlet - One arm
A combination of two systems, this loadout occupies one arm and allows the other arm to be equipped with a different weapon. It is made up by an Directional Ion Shield, equipped on an human-like arm ending with a relatively normal hand, which contains a mechanism to have a better grip on the weapon held by the arm. The arm itself can be used to carry a variety of equipment, but is normally used to carry a chainsword. This loadout allows the carrying of an more effective Ion Shield, to protect the Knight from ranged fire without interfering with melee capabilities. The one-directionality allows the Knight to shoot through the shield with a ranged weapon equipped on the second arm.

If this is allowed, it would allow us to keep melee capabilities, while adding better protection from ranged fire, but I am not sure if this counts as trying to get two pieces of equipment from one option.
 
Catacomb Servo-Skull Hangar- equipment
Essentially a large honey comb backpack for the armiger, The Servo skull hangar is designed for those who are Tech inclined among the knighthood, capable of carrying up to 36 servo skulls. This hangar can carry, recharge and even rearm a large amount of servo skulls and their vaiants albeit the most common servo skull variant in use remains, even by an armiger, the humble Recon-skull, who is a common sight on human battlefields, flying out ahead with its anti-grav thrusters to utilize scanning equipment, searching buildings and tight, cramped environments for hostiles. Whether it be a city, a forest or a tunnel, the recon skull remains a mainstay of Inttelegence gathering.

Other popular servo-skull varients include repair skulls, who utalize a series of small servo-arms and welding equipment, along with adhesives, to patch up minor repairs on nearby Armigers, even capable of more indepth repairs when working with multiple, under the direct command of their Knight-Pilot

The third most common servo-skull variant used by those equipped with the Hangar includes the war skull, A servo skull that has been built around either a Frag or Krak grendae, and will either see use as small drone-like munitions, ramming themselves into targets, or as Ambush predators, using their anti-grav impulses to enter and hide into award corners, at which point the War skull dives towards passing enemy's from unexpected angles, Dropping its cargo down unto the enemies head. These Skulls also typpically come equipted with Dogi Weapons, located in one of their eye sockets, That typically see use scything down Infantry from unexpected angles.
Will difficult to use, Requiring a knight be rather technologically inclined, This wide variety of uses has seen the Servo-skull Hangar remain a valuable piece of the Armigers arsenal.


Hear me out. Servo-skulls are basically Drones that Don't trigger AI-phobia, Drones are really good at putting grenades in weird places, and the ability to carry a bunch of scout skulls, repair skulls and 'Nade skulls would be really useful
 
Last edited:
[] (Write-In 4 new Weapons and 4 new Equipments for your Karnivores)

Anyway, a few random ideas.

Weaponry :
[] Backpack Mounted Tactical Demolition Charges : Useable as one big bomb, or a collection of smaller, throwable ones
[] Multi-launcher: An arm mounted, large bore cannon that can launch multifunctional ammunition, from your standard explosive shell or armorpiercing round, to mini-pods that spew mines, provide sensor coverage, or function as a tripwire
[] Electrolance : A large weapon, intended to shock out enemy weapon systems with high voltage discharge
[] Ion multibuckler : A confusingly complex weapon, the multibuckler utilizes 2 directional ion shields, to make shots bounce twice at 90 degrees, returning every shot back to sender

Equipment :

[] Sensor Fusion Processor : A high tech comms package that allows us to turn a Karnivore into a high speed, high durability spotter for danger close orbital and aerial strikes
[] Mirage Generator : Let's the carnivore pretend we build more than like 3. Helps it not to feel lonely
[] Arm mounted Heavy grapple Gun : For when you to hang of small skyscraper, or low flying battleship
[] VIP Transport : A small pod, backpack mounted with it's own propulsion engine. This device would allow a Karnivore to take a small group of people into battle, and if it found itself outnumbered, jettison them back to friendly lines. The unspoken assumption is that these are intended for combat deployement of Psykana choirs.
 
If you have a drone hangar on a knight give the combat ones droppable grenades, or just use missiles.

And a variant with lasgun for point defense.
 
Starcoil Harpoon -two handed
Essentially a weapon designed to supplement Melee armigers, Dragging Large targets towards itself, Or tie them down, The Star coil takes the form of a Massive Barbed Harppon, Attached to a thick, Braided adamantium cord, typically used to help More Starships against the cosmic winds. During use, The Harpoon launcher utilizes a set of Electromagnetic coils and grav thruster's to propel the Barbed projectile towards the Target at super sonic speeds, Projecting a power field into and along the Adamantium cable. This Powerfield Leaves the Harpoon able to penetrate the hides of the toughest warptouched deamon, or the Hulls of the heaviest vehicles. After entering the target, The Pilot can either Rip the Power Field covered Barb free, causing massive damage, Or turn the power field off, effectively Tieing the target down, stuck fast by the projectile in their body, Reeling in the target stuck fast by the nasty barbs that line the ballista bolt like projectile. Agaist larger, More powerful targets, Starcoil's are used to Hamper the Target, Tieing down limbs and weapons as Karnivores descend on the weakened target.

Some pilots have been known to utilize what they call "The Flick", Firing off their harpoon and flicking their arm, sending the Adamantium Cord, Covered in a power field, Snapping around, Inflicting horrifying damage to those unlucky enough to be near the whipping cord.

Unfortunately, between the Required motors to haul the targets back, The power field generator and the size of the weapon, The Harpoon Is a Two handed weapons, Leaving the armiger with little more then their gauntleted fist on the other arm. During melee, Some Pilots have been known to pull the Harpoon out, Using the cord and Barbed bolt as a weapon, activating the Power field at opportune moment to inflict devastating damage.


Essentially a thunder coil Harpoon, sized for an armiger, with a side order of "you ever seen what happens when a steel cable snaps?"
 
Last edited:
Thermal Cyclone - one arm
Replicating the Cyclonic Melta lance of the leviathan dreadnought in an attempt to recreate the thermal spear, legends of which had Once been espoused by elder dreadnought Chyron and remained in the minds of the humans listening ever since, The Thermal cyclone's internals can be summed up as a series of Heavy Melta's, Arranged into a circular pattern . Firing In sequence, The Thermal cyclone creates a series of Hammer blows as Superheated melta blasts are repeatedly slammed into the target, Almost drilling into the target as these repeated strikes dig in, rapidly melting even the thickest armoring. Needless to say, This has a devastating effect on the target during close range combat, even capable of digging through Hull plating if given enough time.
To combat the Rapidly diminishing returns of the Melta's range, the thermal Cyclone Can be switched to a Longer ranged mode, Firing the Heavy meltas together instead of in sequence. Channeling the Mass of superheated energy through a concentrated grav plate lined channels, The "Pressure" Of the Thermal energy is increased, Following the channels and creating a small Cyclone effect as these channel ram the Thermal energy into itself, This heavily Concentrated Cyclone is able to travel MUCH farther then any individual shot would have, The rotating motion of the energy preventing the Superheated thermal payload from dispersing as fast as a normal melta shot, Giving the thermal Cyclone a degree of range that is alacking in most Melta weapons, Although it remain many times more dangerous at closer ranges.
 
Last edited:
Megabolter-One-handed
A downgrade of the famous Vulcan Megabolter found on full titans, this reduced weapon has only a single barrel and thus is limited in it's rate of fire compared to the full-fat vulcan megabolter. Since each shell is still built to the same standards however, simply slower firing, this weapon is effectively a light auto cannon with bolter-style ammo. Each bolt has the same diamantine tip, deuterium core, and rocket booster of a standard bolter round, but alternative ammo types such as high-explosive, inferno, Kraken penetrator, and anti-vehicular Tempest rounds can also be provided. In fact, producing these specialist rounds at scale may be easier than for Space marrine ammunution, leading to them being relatively more available for the larger gun.
 
Honestly, I think we're ready to do a ground forces turn coming up. I want a chance to actually design a proper Army Grouping.
We should also build a action worth of the Blazing Knights. I have a feeling that the one system that the Mashan didn't manage to contest is going to be a pain in the ass to take and we will need the breakthrough power of the Karnivores.
 
Gast-pattern Twin-Linked Autocannon - one arm.

A simple, reliable weapon - a pair of autocannons, linked together with ingenious mechanism which uses recoil generated by firing one barrel to drive reloading mechanism of another, achieving rate of fire (per barrel) matching and even exceeding what advanced auto-loader of Space Marine Predator, if at cost of slightly reduced accuracy.

What, or perhaps who exactly 'Gast' is, is unclear. Cerberus investigation have declared inventors free of Chaos influence, but possibility of indirect taint remains.
 
Catacomb Servo-Skull Hangar- equipment
Essentially a large honey comb backpack for the armiger, The Servo skull hangar is designed for those who are Tech inclined among the knighthood, capable of carrying up to 36 servo skulls. This hangar can carry, recharge and even rearm a large amount of servo skulls and their vaiants albeit the most common servo skull variant in use remains, even by an armiger, the humble Recon-skull, who is a common sight on human battlefields, flying out ahead with its anti-grav thrusters to utilize scanning equipment, searching buildings and tight, cramped environments for hostiles. Whether it be a city, a forest or a tunnel, the recon skull remains a mainstay of Inttelegence gathering.

Other popular servo-skull varients include repair skulls, who utalize a series of small servo-arms and welding equipment, along with adhesives, to patch up minor repairs on nearby Armigers, even capable of more indepth repairs when working with multiple, under the direct command of their Knight-Pilot

The third most common servo-skull variant used by those equipped with the Hangar includes the war skull, A servo skull that has been built around either a Frag or Krak grendae, and will either see use as small drone-like munitions, ramming themselves into targets, or as Ambush predators, using their anti-grav impulses to enter and hide into award corners, at which point the War skull dives towards passing enemy's from unexpected angles, Dropping its cargo down unto the enemies head. These Skulls also typpically come equipted with Dogi Weapons, located in one of their eye sockets, That typically see use scything down Infantry from unexpected angles.
Will difficult to use, Requiring a knight be rather technologically inclined, This wide variety of uses has seen the Servo-skull Hangar remain a valuable piece of the Armigers arsenal.


Hear me out. Servo-skulls are basically Drones that Don't trigger AI-phobia, Drones are really good at putting grenades in weird places, and the ability to carry a bunch of scout skulls, repair skulls and 'Nade skulls would be really useful
Do we even use Servo skulls? Not sure if we do or just use some different stuff.
 
There's a lot of cool designs flying around! Given the Karnivore's previous melee focus (and valid complaints raised about the machine spirit), everything should have a blade on it.

Making a long-ranged AT gun? Put a giant bayonet on it and it's also a short-ranged AT lance. Flamer? Give it a chainsword along the bottom of the barrel and you can still deal with heavy armor. Etc.

Well that's a no-brainer. Karnivore-sized power claws will really let these things punch up. Like be a threat to emperor titans if they get close.
 
Voting is open
Back
Top