Close Combat Traits

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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. The call Sunder may only be used once, regardless of how many sources of it you have, before you have to 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.


Adept Mortis

(Cannot be Combined With: Militant, Praetorian, Chem-Trooper) You have been well-trained in the arts of stealth and murder either at the hands of one of the many Death Cults of the Prosperitas Sector, or by the Inquisition in preparation for a life dedicated to killing those who transgress against the Imperium.

You begin an event with Five Chems

  • Covert Armour: You needn’t obviously present as Prepared for Combat (as per Starting Stats and Abilities) in order to gain the additional endurance, you can wear synskin beneath everyday clothes to gain the benefit of its protection.
  • Cameleoline: If your top layer of costume is a full-body 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 Vigilator 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 Guideline: 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.
  • The Fatal Cut: Should you be able to approach a character who is either not aware of your presence or does not consider you a threat (is making no active moves to defend themselves against you in a fight) you may, after landing a melee blow, call I Am A Knife In The Dark on them. You may not use this cue while under attack from another opponent or in the midst of combat.
  • Assassin’s Panoply: You are trained in the use of toxins and poisons.
    • Needle Weapon: You may carry one of these ranged weapons call Blam every 3s as default, you may use Chems or Ammunition to reload.
      • Assassins Pistol: You may use The Fatal Cut benefit above by using them at a target who is not aware of your presence or does not consider you a threat, within <2m of you, at the cost of a Chem.
    • Toxins: You may also expend a Chem to call Weaken up to three times with a Needler (at range) or a blade coated in venom (in melee).

Knife Fighter

(Cannot be Combined With: Duellist) You are fast on your feet, and quick with a blade, focusing on whip-fast movements with your blades and vicious bladework to allow you to strike your foes with ease with smaller and lighter melee weapons.

When armed with Knives (18-46cm/7-18 inches long) you may:

  • Bladeborn: After 5s studying your opponent you may call either Rend or Weaken against them in melee. You may do this up to three times. This ability cannot be used again until you have Recuperated.
  • Guarded Strikes: When fighting defensively when carrying a pair of knives or a knife and a pistol, or just a single knife you may ignore uncalled melee blows (call Deflect) that strike your forearm.
  • Evasive Footwork: You may call Deflect to two melee blows or calls delivered via a melee blow. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you have Recuperated.

Duellist

(Cannot be Combined With: Knife Fighter) Martial skill is prized across the Imperium and the blade is still considered by many to be the ‘proper’ tool for settling disputes over the wide array of ranged weapons available to the servants of the Imperium - there are martial cults and schools that drill warriors in the martial art of using various melee weapons;

When armed with only a Sword (36” to 42") you may:

  • Deadly Cut: After 5s studying your opponent you may call either Rend or Weaken against them in melee. You may do this up to three times. This ability cannot be used again until you Recuperate.
  • Evasive Footwork: You may call Deflect to two melee blows or calls delivered via a melee blow. This may not be used against Sunder or calls with Warp attached. This ability cannot be used again until you Recuperate.

Strong as a Grox

You are both incredibly strong and stable on your feet thanks to your physical strength, bionic limbs or even an exoskeleton built into your armour - allowing you to be incredibly stable when handling heavier weapons and allowing you to punch with considerable strength in melee.

You have +1 Endurance

  • Mean Right Hook: You may call Knockback when striking a blow with a two-handed melee weapon (56”> props). After 3 calls this ability cannot be used again until you Recuperate.
  • Stable Platform: You can move while firing an Automatic Weapon. You may only move at a slow walk while firing and, after you stop to Reload, this ability cannot be used again until you have Recuperate.
  • Strong and Sturdy: When affected by a KNOCKBACK call, the effects last only 2s rather than 5s.