Ranged Combat Traits: Difference between revisions

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You are granted access to the [[Mission Supplies]] pool
You are granted access to the [[Mission Supplies]] pool
   
   
* '''Auspex:''' 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. You can only use '''basic''' scanning modes unless you have other skills which grant you additional modes.  
* '''Auspex:''' You may use the '''SCAN''' up to three times with 10s 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.
** '''Physrep Requirement:''' An Auspex must be physrepped by a handheld scanner, or an obvious bionic eye/worn eyepiece.
** See the [[Scanning (Auspexes & Other Scanners)|Scanning]] page for full details.


* '''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.
* '''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.

Revision as of 21:53, 28 February 2023

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.

You are granted access to the Mission Supplies pool

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.

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.

  • Primative but Efficient: Shotguns do not consume supplies each time they Reload after calling Knockback or Rend - instead expending a supply at the end of every combat where they were reloaded.

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 Recuperate.
  • 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 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.

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

You are granted access to the Mission Supplies pool

Ammunition for these weapons is RARE you may not use supplies other than your own to reload these weapons; however, your fellows may trade their supplies with NPCs who can reload them.

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 Supplies 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 are granted access to the Mission Supplies pool

  • Explosive Ordinance: At the cost of a Supply 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.

You are granted access to the Mission Supplies pool

If you have the Special Weapons Training or Adept Mortis trait then you may have a pair of matching pistols from the relevant weapons choices rather than the usual one weapon they provide. You may use this to dual-wield Hand Flamers but they only benefit from the Paired Pistols part of this trait, none of the other abilities affect them.


  • 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 . In addition if you only call Rend with this weapon then you only consume a supply at the end of a combat rather than each time you reload.


  • Loaded for Gunplay: You may always call Blam with your pistols (providing they can do so) regardless of if you have supplies.


  • Gunslinger: If you are in Cover and not moving you may call Rend instead of your pistol's standard calls after 3s of aiming at a target. If you are in melee reach of a foe and have a pair of LARP-safe pistol props, you may call Rend every 3s with your pistols at foes you are in melee with.


  • SUPPRESSING FIRE!: If you are in Cover and not moving you may call Dakka with your Pistols after which you must Reload (consuming a Supply). This ability cannot be used again until you Recuperate.

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.

You are granted access to the Mission Supplies pool

  • Auspex: You may use the SCAN up to three times with 10s 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.
    • 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.


  • Sharpshooter’s Rifle: 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.
    • If you not using a Special Weapon and are in Cover and not moving you may call Rend instead of your weapons standard calls after 3s of aiming at a target. In addition if you only call Rend with this weapon then you only consume a supply at the end of a combat rather than each time you reload.
    • You may spend 15s not moving and aiming at a target. 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. 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 are granted access to the Mission Supplies pool

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 a Supply 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