Karrik

Karrik is a death world in the Markayn Marches of the Calixis Sector.
==Unique Equipment==
Bakka-Pattern Power Ram
This power ram is a heavy tube with a pair of long handles running
down each side of its length. Inside the tube is a potent power
field connected to a piston, the head of which is often sculpted to
resemble an Imperial Aquila. These tools were crafted for use on
Karrik, and other Calixian worlds with high gravity, because of
the requisite sturdy construction of the doors and walls. Usually
held by two Arbitrators, who swing it against a door or even a
wall, the Bakka-pattern Power Ram drives the piston forward,
surrounded by the flickering energies of the disruption
field. The weapon is powerful enough to blow most
doors clean off their hinges, and is more than capable of
knocking holes in solid brick walls in seconds.
Although this weapon can theoretically be
used in combat, it is really not designed for this---its primary use is as an entry device. All Weapon
Skill Tests made using the weapon in melee combat
are at -20 to represent how bulky it is. However, the ram is
assumed to do double damage against inanimate structural
objects such as doors and walls. Unless the GM wishes,
for dramatic reasons, to prevent a wielder entering a
building, this weapon should allow entry into most
normal structures instantly.
Melee, 2d10, I, PEN 6, Power Field, Unwieldy, WT 25kg, Cost 1250, Rare
Karrikian Red-Eye
Despite the name, this drug doesn’t change eye color. It gets
it’s name from the Ogryn of Karrik, who some say, have the
ability to see the heat of tanks from miles away. The drug does
allow the user to see slightly more into the infra-red spectrum
than normal humans. They are able to detect heat signatures
from departed vehicles for example or notice which door a
suspect is hiding behind.
Users gain +20 to Awareness tests to detect heat-based
images for 1d5 hours. Overuse though dims eyesight, and
users will require excessive light to see properly. If used more
than once per day a Difficult (-10) Toughness Test is required
to inflict -20 to all vision-based tests for that day.
Cost 185, Rare
Karrikian Lock-Arm
On the high gravity world of Karrik, the Arbitrators must
augment their armor and equipment with powerful servomotors
to operate outside of the orbiting Precinct Fortress. The tithe of Ogryns to the Imperial Guard regiments is
constantly under threat by slavers who see the worlds location
on the outskirts of the sector as a sign of easy prey. While the
enhanced power armor of the Arbitrators and Judges who
serve there has suited them well over the last century, the
Lock-Arm has become a right of passage for local Adeptus
Arbites personnel.
Those Ogryn who have fallen under the sway of slavers
make excellent body guards, and while easily tricked, they are
violent and potent melee combatants. When they turn their
formidable mass to an Arbitrator, armor can sometimes prove
useless. The Ogryn will often attempt to tear off the arm of a
subject, mangling it within the power armor in the process.
It is in this way that many Karrikian Arbitrators come to
possess a Lock-Arm, a powerful servo-enhanced augmetic
that is powerful even by the standards of an Ogryn. In
addition to the enhanced strength, the arm contains dozens
of magnetic field generators, and reactive grapple stakes.
Such a powerful cybernetic would otherwise be torn from the
body of the user, or they would be lifted from the ground.
When required, the arm fires the stakes or magnetic grapples
to nearby supports at multiple angles, bracing against a more
sturdy frame, allowing a unnaturally strong suspect to be
restrained without harming the user.
A character with a Karrikian Lock-Arm is treated as having
Unnatural Strength (x3) for the purposes of grappling or
restraining a target. In addition, the user gains a +20 bonus
to Strength when making melee attacks using the arm.
Category:Death Worlds
Category:Calixis Sector
Category:Markayn Marches
Category:Planets