Ranged Combat Traits: Difference between revisions

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'''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.
'''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.
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Revision as of 17:55, 15 October 2022

These traits represent the Warriors of the Imperium and the ways by which they achieve victory through violence.

Assault Weapons Trooper (Melee)

Examples: Chainsword and other chain weapons, Shock mauls, and Omnissian Axes

The nature of the Inquisitions work means that warriors are often upfront and personal with their foes whether they like it or not - indeed the Imperium has found a number of foes that are tough enough or fast enough to contend with their devastating ranged arsenal necessitating the creation of weapons designed for a brutal melee.

You may gain a single Assault Weapon from the following list per deployment:

Chain Weapons

(bladed weapons modelled to look like they have a chainsaw edge) You may call Rend with this weapon in melee every 3s after swinging a blow

  • Roaring Teeth: After successfully striking an opponent with a melee blow and keeping the weapon in contact with them for 5s you may call Sunder. You cannot use this ability again until you Recuperate.

Chain Bayonet

(Bayonet attachments with a chainsaw edge on a larp-safe 2-handed weapon) You may call Rend with this weapon in melee every 3s after swinging a blow

  • Weapon Attachment: This does not replace either of your one-handed or two-handed weapon slots leaving them open for other traits including unique traits that grant melee weapons.

Shock Mauls

(blunt weapons modelled to look like they are electrified) You may call Shock every 3s with a melee blow.

  • Supression Weapon: You may call Knockback up to 3 times after swinging a melee blow. Once expended, you must Recuperate to use these calls again.

Omnissian Axes

(must be propped to be exactly the same look as canon may only be taken by characters with the Tech Priest trait who are not Knight-Scions) You may call Rend with this weapon in melee every 3s after swinging a blow

  • Machine-Bane: After 5s in contact with a foe you may call Haywire. You cannot use this ability again until you Recuperate.

Physrep: Your prop must be sufficiently technologically advanced in appearance or appropriately brutal looking to use this trait, some examples are given above but talk to the Game Team if you are uncertain.


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.


Your Supplies pool increases to 5 (this does not stack with other traits that do this).


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.

Shotguns

You may call Blam every 3s. You may call Knockback or Rend at targets within 10m. If your prop is larp-safe it may be used to make calls in Melee even if 2-Handed.

  • Breaching Shells: You may call Bolt or Burn up to three times - this cannot be used again until you have Recuperated.

Stake Crossbows

You may call Rend every 3s

  • Truesilver Bolts: You may call Sanctic Weaken with 10s of aiming - this only affects daemonic or daemonically corrupted foes.

Hellgun

You may call Rend every 3s

  • Low Power Mode: Hellguns may be used to call Blam every 3s to conserve power cells.
  • High Power Mode: You overcharge one of your weapon cells, allowing you to call Bolt every 3s until you reload. This ability cannot be used again until you have Recuperated.
  • Backpack Generator: Your prop must have cable attachments to you but these may attach to a small belt unit if you wish) - if you have a backpack unit then instead of consuming a Supply every time you reload from using Rend you instead consume one supply at the end of a combat.

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 have Recuperated.
  • 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.