Ranged Combat Traits: Difference between revisions

From Death unto Darkness
Jump to: navigation, search
No edit summary
 
(45 intermediate revisions by 3 users not shown)
Line 1: Line 1:
These traits represent the Warriors of the Imperium and the ways by which they achieve victory through violence.


=== Assault Weapons Trooper (Melee) ===
=== Special Weapons Trooper ===
'''Examples:''' Chainsword and other chain weapons, Shock mauls, and Omnissian Axes
 
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'''


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 call '''Bolt''' every 3s at range


You may gain a single Assault Weapon from the following list per deployment:
* '''Holy Bolter:''' The totemic value of the Bolter to the Imperium is immense; you gain +1 Willpower and +1 Endurance while wielding this weapon.


'''Chain Weapons'''
'''Combat Shotguns'''  


(bladed weapons modelled to look like they have a chainsaw edge)
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.
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'''.
* '''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


'''Chain Bayonet'''  
'''Stake Crossbows'''


(Bayonet attachments with a chainsaw edge on a larp-safe 2-handed weapon)
You may call '''Rend''' every 3s  
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.
* '''Esoteric Ammunition:''' You begin an event with 5 '''Esoterica'''


'''Shock Mauls'''  
* '''Blessed Bolts:''' You may append '''Sanctic''' onto your calls at the cost of an '''Esoterica''', this effect lasts until you '''Reload'''.


(blunt weapons modelled to look like they are electrified)
* '''Bane of Witches:''' You call '''Null''' with this weapon at the cost of an Esoterica
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.
'''Hellgun'''


'''Omnissian Axes'''  
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.


(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)
*'''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;
You may call '''Rend''' with this weapon in melee every 3s after swinging a blow
**'''High Energy Shot:''' You may spend 10s charging the Hellgun to full power, and expend an Ammunition to call '''Bolt''' until your next recharge.


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


'''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.
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.


----
----


=== Special Weapons Trooper ===
=== Weapon of Old Night ===
('''Requires:''' [[Bionic Traits|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.
 


Special Weapons Training (Ranged)
'''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.
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.
----


=== 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.


Your [[Supplies]] pool increases to 5 (this does not stack with other traits that do this).
You begin an event with Five [[Resources|Explosives]]


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


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);
'''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.


'''Bolt Weapons'''
----


You may call Bolt every 3s at range
=== 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.


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


'''Shotguns'''  
* '''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]].


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.
* '''Strong and Sturdy:''' When affected by a KNOCKBACK call, the effects last only 2s rather than 5s.


* '''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
=== 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.


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


'''Hellgun'''
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 call Rend every 3s
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).


* '''Low Power Mode:''' Hellguns may be used to call Blam every 3s to conserve power cells.
You also gain the following effects depending on the types of pistol you are carrying;


* '''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.
* '''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.


* '''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.
* '''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.


'''Flamers'''
* '''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.


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.
=== 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.


* '''Automatic Weapon (Heavy Stubber, Hotshot Volley Gun, Rotor Cannon, Multi-Laser)'''
* '''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 [[Investigations|Clue Cards]] but if you are ever uncertain, you are free to ask a ref if you would notice anything in your environment.
   
   
You may call '''Dakka''' every 3s.
* '''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 [[Resources|Explosives]]


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

Latest revision as of 15:16, 20 July 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.

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