Ranged Combat Traits

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Special Weapons Trooper

Special Weapons Training (Ranged) Examples: Flamers, Shotguns, Boltguns, Hellguns, Stake Crossbows

You are entrusted with one of the rarer weapons of the Imperium - such a blessing is a sign of the Inquisition's trust in a warrior to move the resources necessary to ensure they have one of these rare and expensive weapons and the supplies needed to maintain it.

See Wargear & Equipment for additional rules governing these weapons, including ranges and time taken to reload, as well as clip-sizes.

Before a Deployment (event) you may take a single special weapon from the following list on each deployment and may operate captured examples of such weapons temporarily (with ref permision);

Bolt Weapons

You may call Bolt every 3s at range

  • Holy Bolter: The totemic value of the Bolter to the Imperium is immense; you gain +1 Willpower and +1 Endurance while wielding this weapon.

Combat Shotguns

Call Rend every 3s. These are only available as 2-handed weapons however, if your prop is larp-safe they may be used in melee unlike most 2-handed ranged weapons.

  • Deckweeper: You may call Mass Knockback once but must Recuperate before you can do it again.
  • Fire Selector: You may elect to be using a specific round, you cannot change the round you are using unless you Reload;
    • Scatter: Call Knockback at targets within 10 metres
    • Manstopper: Call Shock at targets within 10 metres

Stake Crossbows

You may call Rend every 3s

  • Esoteric Ammunition: You begin an event with 5 Esoterica
  • Blessed Bolts: You may append Sanctic onto your calls at the cost of an Esoterica, this effect lasts until you Reload.
  • Bane of Witches: You call Null with this weapon at the cost of an Esoterica

Hellgun

Call Rend every 3s and can be fired ten times (regardless of it is a pistol or a ranged weapon) before needing to recharge for 10s. These weapons do not need ammunition to fire and does not reload as they have a rechargeable high-capacity energy cell or a power pack rather than traditional rounds loaded into it.

  • Backpack Power Generator: If the prop for this is accompanied by a large power generator worn as a backpack then it may make use of High Energy Shot as beneath;
    • High Energy Shot: You may spend 10s charging the Hellgun to full power, and expend an Ammunition to call Bolt until your next recharge.

Flamers

You may call Burn every 3s

  • Blessed Prometheum: You may call Mass Sanctic Knockback! any subsequent calls of Burn! Can be followed by Sanctic Knockback - this ends when the weapon reloads. This ability cannot be used again until you Recuperate.

Automatic Weapon (Heavy Stubber, Hotshot Volley Gun, Rotor Cannon, Multi-Laser)

You may call Dakka every 3s.

  • Stabilised: You need to remain unmoving while making calls of Dakka with this weapon.

Ammo Feed Pack: If you have a backpack unit with an ammo feed attached to this weapon you gain +5 calls before you must reload.

Physrep Guidelines: Your prop must roughly match the look of any of these weapons from the setting art or, if you’re using a different kind of equivalent weapon from the canon, an appropriately advanced and technological prop. Talk to the Game Team if you are uncertain.


Weapon of Old Night

(Requires: Tech-Priest) The Machine Cult jealously guards a number of weapons designs that have been otherwise lost to the Imperium, incorporated into the superstructure of a Tech-Priest these weapons are incredibly deadly and renowned amongst the Imperium for their lethal and horrific nature.

Ammunition for these weapons is rare and unusual, as such you expend Esoterica to use them rather than Ammunition.

See Wargear & Equipment for additional rules governing these weapons, including ranges and time taken to reload, as well as clip-sizes.

You may choose to have this weapon Servo-Mounted or Hand Carried:

  • Hand Carried weapons have no additional rules.
    • The weapon takes up your 2-Handed weapons slot and is considered a 2-Handed weapon for the purposes of ammo and range, see Wargear & Equipment.
  • Servo-Mounted weapons must be incorporated into a character’s costume either mounted on a wrist, or on a backpack - they do not have to be rifle-length. A character who has a servo-mount who has run out of Ammunition may make calls by using internal power cells losing an Endurance for each call. They cannot use this to call Sunder, Dakka, Boom or Mass calls.
    • A Servo-mounted weapon only takes up a 1-handed weapon slot but is considered a 2-Handed weapon for the purposes of ammo and range see Wargear & Equipment.

Before a Deployment (event) you may take a single special weapon from the following list on each deployment and may operate captured examples of such weapons temporarily (with ref permision);


Multi-Launcher

You may expend a Supply to make a call of Mass Burn, Mass Haywire or Boom.


Volkite Blaster

Call Bolt every 3s

  • Death Ray: You may sweep the area before you with your beam. Call Dakka up to three times. This ability cannot be used again until you Recuperate.


IRad Cleanser

Call Burn every 3s

  • Cleansing Radiation: You may drench an area in radiation. Call Mass Weaken. This ability cannot be used again until you Recuperated.


Servo-Mounted Special Weapon (Requires Special Weapon Training): If you have selected a Hellgun or Automatic Weapon from Special Weapons Training it can be Servo-Mounted by selecting this trait.


Physrep Guidelines: Your prop must roughly match the look of any of these weapons from the setting art or, if you’re using a different kind of equivalent weapon from the canon, an appropriately advanced and technological prop. Talk to the Game Team if you are uncertain.


Grenadier

Some foes are not trivial to dispatch with basic armaments, in such circumstances the Imperium turns to explosive weaponry in order to counter its foes - using a mix of handheld grenades as well as weapons designed to hurl them further distances.

You begin an event with Five Explosives

  • Explosive Ordinance: At the cost of a Explosive you may fire/throw/launch an explosive;
    • Frag: Call Boom
    • Stun: Call Mass Shock

Physrep Guidelines: You may represent this trait by either throwing a throw-safe grenade, or with a grenade launcher or missile launcher prop - the effect is the same regardless.


Doorkicker

Cityfighters, Ex Gangers, Inquisitorial Stormtroopers - "Doorkicker" is a pejorative term for those warriors who thrive up close and personal battering their foes with the butt of their gun before shooting them and kicking in doors.

  • Up Close and Personal: Providing your prop is LARP safe you may fire a 2-Handed firearm in a melee as well as calling Knockback every 3s with a 2-Handed Firearm with a melee blow from the gun.
  • Breaching Charge: You may set off a grenade or charge when you enter an enclosed room - this calls Mass Shock or Mass Knockback - you cannot use this again until you Recuperated.
  • Strong and Sturdy: When affected by a KNOCKBACK call, the effects last only 2s rather than 5s.



Moritat

Gunslingers of the Prosperitas Sector, Moritats are obsessive about their weapons having them machined and modified to perfection. It is a martial art of its own right in this Sector to hone one's skill with paired pistols and such warriors are often in demand in close-range brawls.

Paired Pistols

Your paired pistols are treated as a single weapon that takes up your 2-Handed weapon slot (see Wargear) they reload every 10 calls and have a range of 10m. Although you must Reload you are so loaded with ammunition that you only expend an Ammunition at the end of the scene rather than on each reload as normal (if your weapon needs to expend ammunition).

These are normally dual Stub Guns, Las Pistols, or Autopistols. If you have the Special Weapons Training or Adept Mortis trait you may carry a pair of Bolt Pistols, Hand Flamers or Needle Pistols instead.

You may use the traits of these weapons from their relevant sources but these do not "double up" for having two (so for example "Holy Bolter" does not apply for BOTH pistols).

You also gain the following effects depending on the types of pistol you are carrying;

  • Chain Fire (Stub, Las, Auto, Needle ONLY): Moritats are lethal gunslingers trained to gun down foes, they may chain their shots against a single target, escalating the damage each time - the first shot they make against a target calls Blam, the second shot against the same target calls Rend and the third shot against the same target calls Cleave - this sequence then ends and may be restarted. If you use this ability when you Reload you must consume Ammunition unless you have a Lasweapon, at which point you must consume ammunition at the end of a scene instead.
  • Wall of Death (Flamer Only): Made Famous by the Seraphim of the Adepta Sororitas the tactic of using paired Hand Flamers to spread a burning stream of prometheum around the user to burn large groups of foes is both glorious to witness, and why many stay away from these fanatics on the battlefield. You append MASS (centered on yourself) onto any Burn calls you make with your handflamers.
  • SUPPRESSING FIRE! (ANY excluding Flamer): If not moving then, at the cost of an Ammunition you may call Dakka up to five times with your Pistols.

Vigilator

Scouts, Hunters, Sharpshooters, Vigilators prefer to work from the safety of cover, or range ahead of other Inquisitorial Agents hunting for threats and looking for traps and other dangers that would otherwise prove a threat to their allies.

  • Master Scout: The keen senses of a Verispex are useful for tracking foes and spotting things such as boobytraps and buried items, most of the time this will be represented by Clue Cards but if you are ever uncertain, you are free to ask a ref if you would notice anything in your environment.
  • Auspex: You may use the SCAN call up to three times with at least ten seconds between them at vocal range before needing to Recuperate and appease the machine spirit.
    • Physrep Requirement: An Auspex must be physrepped by a handheld scanner, or an obvious bionic eye/worn eyepiece.
  • Cameleoline: If your top layer of costume is a synskin suit or a camo cloak you may call Deflect to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Adept Mortis or Scum is not cumulative. This also has auspex-baffling abilities and as such you may resist a call of SCAN (by not reacting) you cannot use this again until you have Recuperated and this has no effect against calls of WARP SCAN.
    • Physrep Requirements: A Synskin is a monochrome (normally black) coloured suit of body-conforming fabric. A Camo Cloak is a cloak of either grey or earthy green or of an appropriate camouflage fabric to match the environment, it cannot be worn over bright garish costume and still provide benefit.
  • Sniper When armed with a large setting-appropriate 2-handed ‘sniper’ weapon which must have an appropriate long-distance optic (even if it is not functional) you gain the following benefits:
    • If you have Special Weapons Training this weapon can be a modified version of a Hellgun or a Bolter.
    • You may call Rend instead of your weapons standard calls after 3s of remaining static and aiming, this lasts until you move - there is no additional resource cost for doing this as it represents your accuracy when steady.
    • If you spend 10s not moving steadying your sniper weapon you may expend a Ammunition to call Sunder - if your call is not heard or reacted to it is not considered spent, and you may repeat it again without spending another 10s preparing. The call Sunder may only be used once, regardless of how many sources of it you have, before you have to Recuperate.

Saboteur

From the Sappers of the Imperial Guard to the breaching charges used by the Arbites and Navy to breach buildings and bulkheads the Inquisition has an endless supply of explosives experts available to it who bring their deadly art to the aid of their Masters.

You begin an event with Five Explosives

Remote Charges: A character with this trait can place up to five charges in the game environment. They carry a Detonator on their person: these charges cannot be set off by other means other than remote detonation by the character. Make sure you place these in locations you can easily identify when you set them off (or build a method of signalling into your props). Each charge must be placed at least 10m away from any other charges (including those set by other PCs). The game team will not monitor your charges or call your damage for you: you must find a way of calling the damage yourself. If you are unable to make the damage call audibly to its target(s), your charge fails to function.

Explosive Ordinance: At the cost of an Explosive you detonate one of your charges for one of the following effects. These effects must be called as if the target was the charge and not at individual targets.

  • Frag-Charge: Call Boom
  • Tox-gas: Call Mass Weaken
  • Lectro-charge: Call Mass Haywire