Combat Support Traits: Difference between revisions

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** You may expend a '''Supply''' to call '''Haywire''' up to 3 times against members of your targeted species.
** You may expend a '''Supply''' to call '''Haywire''' up to 3 times against members of your targeted species.
** You may expend a '''Supply''' to call '''Weaken''' up to 3 times against members of your targeted species.
** You may expend a '''Supply''' to call '''Weaken''' up to 3 times against members of your targeted species.
** You may spend 30s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a '''Supply''' to call '''Sunder'''.  '''This ability cannot be used again until you have Recuperated'''.  
** You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a '''Supply''' to call '''Sunder'''.  '''This ability cannot be used again until you have Recuperated'''.  


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=== Armour of Contempt ===
=== Armour of Contempt ===
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one's chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.
Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one's chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.

Revision as of 02:56, 16 October 2022

Scum

Those who have lived at the fringes of Imperial civilization, outsiders and criminals who know the desperation that it is to survive in the Underhive, Scum are often considered the worst of civilization by their fellow Agents, but that doesn’t mean that they don’t have a value to the Inquisition;

  • Vulture: After a combat scene you may search the bodies of the dead, providing your foes were human, and were using firearms or obviously using chems, you may find a Mission Supply on their body. Daemon or Xenos does leave no useful supplies behind - you may not then use this again until after you have Recuperated.
  • Rat: You can conceal weapons on your body as such a call of Scan will not detect any weapons you have hidden on your person. A psy-active weapon will still be identified by Warp Scan.
  • Weasel: Your life of surviving at the fringes of society have taught you how to keep your head down. you may call Deflect to the first three ranged calls while in cover rather than just the first two. Having the matching effect from Vigilator or Scum is not cumulative.

Ammo-jack

Be they Mechanicus artisans working on weaponry in workshops or underhive scum skirting the laws of the Machine Cult by producing unsanctioned ammunition, Ammo-jacks are technically competent individuals often found in the armouries of the Inquisition preparing all manner of esoteric weapons rounds for use against the horrors that the Inquisition faces in its hidden war.

Be aware if you choose to use this trait and are not a Tech Priest then you should be careful to observe the rituals of the Machine Cult while doing your work. Though the Inquisition might turn a blind eye to a useful Heretek they are not in the position to defend such individuals from the Machine Cults wrath should it be aroused.

You are granted access to the Mission Supplies pool

  • I've got one of those: Providing you are carrying a backpack that appears to be laden with ammo, then you may expend a supply to enable up to three individuals with ranged weapons who have run out of supplies to gain a temporary "supply" allowing them to use their weapon until they would normally have to expend a supply. This “supply” lasts until used. You may not use this again until after you have Recuperated.
  • Special Issue Ammunition: You can expend a supply to issue special issue ammunition to a character with the Special Weapons Training trait who has taken a Bolter or a Shotgun or an equivalent Unique Trait to grant them one of the following effects:
    • Kraken Rounds: They may make up to three calls of Bolt.
    • Dragonfire Rounds: They may make up to three calls of Burn.

Metal Storm Round: They may make a single call of Boom.

  • In addition there are several rounds available to Ammo-Jacks with specific traits:
    • Tempest Rounds (Tech Priest): They may make up to three calls of Haywire.
    • Hellfire Rounds (Alchemists): They may make up to three calls of Weaken.
    • Witch Bolts (Daemonhunter): They may make up to three calls of Sanctic Bolt.

Daemonhunter

(Cannot be Combined With: Savant, Alienhunter or Witchhunter) Agents of the Ordo Malleus, or those that have received training from them, Daemonhunters are often gathered from those who have experienced encounters with the manifestations of the warp and have lived to tell the tale - a Daemonhunter does not focus on ways to kill daemons as they do not work like living breathing enemies in that way but rather in surviving long enough to do enough damage to them that their forms decorporealise.

You are granted access to the Mission Supplies pool

You the Malleus Discipline with the Daemonology specialisation.

  • Sacred Warding: When wearing warded clothing, you may call Sanctic Deflect to a single call with Warp attached, with the exception of Sunder, from a Daemonic creature. This ability cannot be used again until you Recuperate.
    • Phys Rep: Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.
  • Holy Icon: If you spend a point of willpower you may brandish an icon against a foe and call Sanctic Knockback.

Witchhunter

(Cannot be Combined With: Savant, Alienhunter or Daemonhunter)

You are granted access to the Mission Supplies pool

You gain the Hereticus Discipline with the The Hunting of the Witch and the Mutant specialisation;

  • Null Warding: When wearing warded clothing, you may call Sanctic Deflect to a single call with Warp attached, with the exception of Sunder, from a Psyker. This ability cannot be used again until you Recuperate.
    • Phys Rep: Warded clothing is marked with decagrams over its surface, this could be etched into armour or on a stole.
  • Witchbane: You know how to target major nerve clusters or arteries, what toxins best assail a witch’s nerves, or other ways to weaponise your understanding. You may expend a Supply to call Weaken up to three times against a positively identified Psyker at range or in melee.

Alien Hunter

(Cannot be Combined With: Savant, Daemonhunter or Witchhunter) Agents of the Ordo Xenos, or those who have trained with them, these agents are faced with a daunting task of facing a myriad of vastly different bioforms and threats in the execution of their work. Overspecialising in their line of work is a fool’s decision, leaving one unprepared against another threat. An Alien Hunter must adapt to the situation, altering their tactics and learning to fight a foe on their own terms.

You are granted access to the Mission Supplies pool

You gain the Xenos Discipline with the Current Xenos Threats specialisation;

  • Hunter’s Eye: You may use the Scan call at up to arm’s length from your Auspex by calling a specific target, at will. You may call Scan at vocal range once before needing to Recuperate and appease the machine spirit.
    • Physrep Requirement: A handheld scanner (auspex) or an eyepiece of some kind.
  • If It Bleeds, We Can Kill It: Once you have positively identified a species of Xenos you are up against, when you Recuperate you can prepare to face it, adapting your tactics, changing ou rounds in your weapons, and priming the array of technology that the Ordo Xenos relies on. This preparation only helps and affects the Xenos species you have prepared to face you need to recuperate and recalibrate if you want to face a different target - you may call Scan [Xenos Species] to be sure before you make any of these calls.;
    • You may expend a Supply to call Haywire up to 3 times against members of your targeted species.
    • You may expend a Supply to call Weaken up to 3 times against members of your targeted species.
    • You may spend 15s not moving and aiming at a member of your targeted species, if you lose sight of them before you finish your count you must restart again, if you reach the end of your count you may expend a Supply to call Sunder. This ability cannot be used again until you have Recuperated.

Armour of Contempt

Preparation is the Armour of Contempt, to face a foe one knows and is prepared for, to prepare oneself and the field of battle favourably to increase one's chances of winning the fight against the foes of the Imperium who often have the upper hand in physical, technological or esoteric strength.

This trait activates only when you select a foe you have encountered before, either at the same event or previously. They must be a ‘named’ foe, even if you do not know their name, a distinct foe who is clearly present. This is your Hated Foe for the event (you can always check with the Game Team if you are ever uncertain a NPC is valid) - when you encounter your Hated Foe in battle you gain the following advantages;

  • You gain +2 Endurance for that Combat
  • You reduce any Rend calls from your Hated Foe to 1 Damage
  • You may call Deflect against one call from your Hated Foe - including Warp but not Sunder
  • Once if you are reduced to Bloodied in a combat where your Hated Foe is present you may use Get it Together on yourself, however, unlike normal - this call affects you even if you have suffered a condition that would normally prevent you from using it. This ability cannot be used again until you have Recuperated.
  • Should you defeat your Hated Foe then you can select a new one.

Kill Team Leader

While the Inquisition might favour individualistic Agents, there are things a bonded team of warriors can accomplish that an Agent of the Throne could not accomplish solo - squads from the Imperial Guard or Imperial Navy are commonly inducted though occasionally tight-knit underhive gangs are brought in for the same reason. Elite amongst these other than the power armoured Astartes of the Death Watch, are the Inquisitorial Stormtroopers in their black carapace armour.

Requirements: To form a Kill Team you must have 2-4 other characters who are members of the Kill Team - all the members of the Kill Team must have matching costumes that clearly identify them as being part of the same united team. No PC can benefit from the commands of more than one Kill Team Leader at an event. If a Kill Team Leader dies during an event, their chosen successor may benefit from the effects of this trait for the remainder of the event. However, should they wish to use it in future they must buy it.

  • Orders: Your Kill Team should agree to a set of IC commands, these are cues that allow your group to benefit from any of the following effects. Once you have used one of these commands, you must Recuperate before using it again.
    • Team! Take Aim! - If members of the Kill Team are in Cover then any ranged calls of Blam become Rend - this does not count as calling something other than Blam for the purpose of the Abundant Ammunition rule.
    • Team! Go! Go! Go! - The team must charge their foe with the intent to engage them at melee range -, they may not make calls or attacks while charging but may call Deflect up to four times - these are lost once they enter melee reach of a foe.
    • Team! Gun Them Down! - The team must stand still, they can make up to 3 calls of Dakka before Reloading and expending a Supply.
  • The Price of Service: If a member of the Kill Team disobeys a direct order from the Kill Team Leader then they cannot benefit from orders until they have suffered an IC appropriate consequence for their disobedience.

Note: Example commands are provided - however, you are encouraged to come up with your own IC commands, which should ideally include a reference to your group (e.g. "Raivans, follow me!" or "31st Armored, leave none alive!").


Savant

(Requires: Scribe) (Cannot be Combined With: Alien Hunter, Daemonhunter or Witchhunter) Not all scribes hide away in dusty libraries, some take to battlefields alongside Inquisitorial parties advising them from their vast arrays of tomes, scrolls and dataslate archives that they drag into battle.

Requirements: While using this trait you cannot hold a weapon in your hands or make any offensive actions. You’ll need a prop book or dataslate for your character to read though while you’re standing on the sideline of a fight, your skill is in ducking and dodging while you frantically leaf through your books looking for answers. You can do this only for foes your character has encountered or their Lores permit them to know about, so long as you do this you can;

  • Duck!: You’re used to ducking in and out of fights as you consult the tomes, you may call Deflect once - you cannot use this against Sunder or calls with Warp attached. You cannot use this ability again until you Recuperate.
  • Hit the Weak Point!: After spending ten seconds studying an enemy NPC that falls into your speciality you may aid an ally to strike at a weak point or make some modification to their equipment to allow them to call Weaken against that foe. You cannot use this again against the same individual until you Recuperate. For example: ‘There’s a small weak point between the second and third secondary ribs, strike there’ or ‘here, take this they’re deathly allergic to it’.
  • You’re going to need this…: With thirty seconds of research of a specific type of foe (‘genestealer’ or ‘aeldari psyker’ for example) in combat or out (if you’re willing to predict a particular foe) you may hand something to three companions to protect them. They gain one use of Deflect against the specified foe, this may be used against calls of Warp if you prepare them for a foe that is likely to use the call. You cannot use this ability again until you Recuperate.
  • Hit the Books…: If you encounter a recurring foe or a foe with a distinct ability that you need to find a counter for you may with ref assistance, throw yourself into researching it to prepare for another encounter. Using evidence (name, pictures, tissue samples, etc..) as appropriate you can enable an ally to negate that ability, this can include calls of Sunder if appropriate. The ref will advise you of what abilities it has and allow you to forewarn others as well as preparing your chosen target to be resistant to them.