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War-gear Rites of the Inititate

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War-gear Rites of the Inititate Empty War-gear Rites of the Inititate

Post by Comander.c Tue Feb 03, 2015 10:06 pm

Upon completion of your trials mission, each Space Marine will be granted his Deathwatch War-gear. Unlike many Codex Chapters, the Deathwatch takes pride in issuing very individually tailored war-gear.

The Deathwatch in the Qantm sector in particular has each of its Space Marines issued with unique customized weapons, each weapon tailored and improved to the individual Initiate above and beyond anything that is issued in other chapters, except to the most seasoned of veterans.

This weapon is expected to represent your bond to the Deathwatch, and will become part of the Space Marines arsenal for the duration of his service, and beyond to his eventual return to his chapter, and one day be entombed with his remains.

During the Space Marines life in the Deathwatch, it is common for the Marine to improve upon and even upgrade his weapons entirely, as he earns the favor to equip himself with the better war-gear, or comes up with improved concepts for the weapons design and function.

Most commonly, this weapons takes the form of an Astarte Bolter, however some Specialist Space marines such as Assault Marines or Librarians have been known to take the Deathwatch Oath upon other more suitable weapons.

Each Space Marine will gain 30 requisition points to spend on upgrading one weapon they have equipped as default, or a Bolter. This can be a weapon they have purchased as Signature War-gear, and these points may be re-applied to another weapon later on. This weapon may also be further upgraded later on, as the Space Marine gains the Renown to Requisition more advanced parts, or just changed their mind on the weapons function, but doing so replaces the old weapon.



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War-gear Rites of the Inititate Empty Re: War-gear Rites of the Inititate

Post by Comander.c Wed Apr 01, 2015 12:42 am

WIP:

Weapon Upgrades:
Melee Attachment (Mono): Basic Weapon, 7 Req
                   +2 weight, Add D10+STR, pen 2 Bayonet

Melee Attachment (Chain) Basic Weapon, 9 Req Respected
                   +2 8 weight, Add D10+3+STR pen 4 Tearing Bayonet

Melee Attachment (Power) Basic Weapon, 15 Req Distinguished
                   +2 5 weight, Add D10+4+STR pen 6 Power Bayonet

Arm Mounting: Pistol, or Aux Grenade launcher, 10 req, Distinguished
                   +1.5 weight, reduce range by 30%, mounts weapon on arm/ shoulder.

Fire Selector: Bolt/Solid Pistol and Basic Weapons, 2 Req
                   +1 weight, Load 3 clips and select which one to fire from each round.

Dipole Mag-Lock: Any Pistol, Basic, or 1 handed melee, 5 Req.
                   + Grants Quick draw, lets you draw and parry as reaction if you have Quickdraw already.

Motion Predictor: Any Auto fire gun. 20 req. Respected
                   +.05 weight, + 10 to hit when fireing semi/full auto. Uses Sight Slot.

Preysence Sight: Basic Las, Solid, Bolt, Plasma. 10 Req.
                   No Penalty for darkness, +20 to vision in darkness. Uses Sight Slot.

Red Dot Sight: Basic/pistol, Las Solid, Bolt or Plasma. 10 Req.
                   +10 to BS when firing a single shot. Uses Sight Slot.

Silencer: Any Solid or Bolt weapon. 3 Req.
                  Half's weapon fire sound range, and -20 to tests to hear the shot.

Telescopic Sight: Basic las, Sold, Bolt or Plasma. 6 Req.
                         Ignore penalty for Long and Extreme Range if you take a Full Aim.

Vox Operated: Pistol, Basic, Grenade or Heavy: 5 Distinguished.
                       Fire the weapon via vocal vox command. may select amo types.

Combi Weapon: Bolt Gun. Req Varies with attachment.
                     Grapnel: Pistol, 3 req.
                     Flamer: 5 req.
                     Grenade Launcher: 3 req (single) 10 req (5 shots)
                     Shotgun: 2 req (single) 10 req (8 shots, semi 2)
                     Melta: 9 req. Respected
                     Plasma: 7 req (1 shot) 15 req (3 shots, semi 3) Respected
                     Boltgun: 10 Req Respected


Exterminator: 2 req
               Add single shot hand flamer attack.



Omni Scope: 20 req. Distinguished.
           Preysence, Red Dot, and Telescopic Sights.

Targeter: 7 req. Respected
           Reduce Penaltys by 10,

Extended Magazine. Solid/Bolt. 3 req.
           Increases Clip size by Half.

Gun Shield. Heavy Weapons, 10 req. Respected
           Provides 4 ap of cover to the Chest, arms and Head.

Spoor Targeter. Any Ranged weapon that does not have blast or Spray. 10 req.
           Allows shooting into combat* at no penalty. Uses Sight Slot.
*Can have up to 10 targets it wont shoot stored, +10 tech use to add new target.

Symbol of Sanctity: Any Ranged weapon. 7 req.
           First time the weapon jams in per session, can attempt to clear as a free action. (BS test)

Backpack Ammo Supply: 5 req
             times clip by 5.



Customization: Up to 4.  

Duelists Grip: +5 to parry

Carbine: any Pistol. 2 req.
           change type to Basic, increase Range by 50%
Extra Grip: 3 req. basic.
       Ignore -20 penalty for firing one handed.
        -50% range.
           

Compact: 1 Req  Pistol/basic Las, Solit, Flame, Bolt.
          -1 damage, -50% range. -20% to discover hidden weapon.

Custom Grip. 3 req.
        +5 to use this weapon, - 5 for anyone else.

Deactivate Safety Features. 1 req.
         Ready another item as part or ready action. weapon mishap if 4 DoF on movement.

Extended Barrel: 3 req.
            Increases Range and Weight by 50%

Fluid Action. 3 req
         Gain bonus DoS on Semi Auto. + half action to reload time.

Manual Operation. Bolt/Solid Auto. 2 req
      Change to Single shot, gain Reliable or loose unreliable.

Modified Stock. 3 req
          +2 to half aim, +4 to full aim.

Home Materials. 4 req
        +5 to bonus vs Fear

Quick Release. 3 req
         reduce reload by half action.

Reinforced. 2 req
          reduce power weapon shatter chance to 60%.
          On ranged weapons add +1 damage as imp melee

Venator Reinforced. 5 req. Distinguished.
           As Reinforced, but cannot be broken by parrying a power weapon.

Sacred Inscription. 5 req.
           +10 vs Pinning.

Sawn Off: Any Shotgun or Autogun. 1 req.
         Reduce Range/weight by quarter, +2 damage at short or closer range.

Trigger Adjustment.  ranged weapons only.
          +1 to init in first round of combat. -5 for others to wield.

Melee Augmentation (only 1):
Tox Dispencer 10 req. Respected. Any low tech or Chain Weapon.
            Weapon gains Toxic 2 for up to 10 rounds. Counts as a

Arc Generator: 15 req. Distinguished. Any power or force weapon.
          Gain Shocking quality

Phyric Genorator: 15 req. Distinguished. Any power or force weapon.
         Gain Flaming Quiality.

Ballistic Tuning. Gained as weapon quality increases. Subject to Suitability.
         Reliable (free)
         Accurate 15 req (Respected)
         Full Auto 10 req. gain auto 4. (Bolt Guns/Pistols only)
         Close Quarters Modifications. 10 req. ignore close combat penalty. Half weapon range.
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War-gear Rites of the Inititate Empty Re: War-gear Rites of the Inititate

Post by Dingo Wed Apr 01, 2015 1:54 am

Scipio's Combi Bolter/Flamer: 28 Req points.
+15 BS single shot, +5 burst/auto.
+2/+4 to aim
Fire Selector
50% extra range
50% extra Bolter Clip
5x Flamer shots
No Long or Extreme range penalties when Full Aim is used.
Reliable

---------------------------------------------------------------------------------------

Default:
Red Dot Sight: Basic/pistol, Las Solid, Bolt or Plasma.
+10 to BS when firing a single shot. Uses Sight Slot.
Fire Selector: Bolt/Solid Pistol and Basic Weapons
+1 weight, Load 3 clips and select which one to fire from each round.
Ballistic Tune: Reliable

Requisitioned Extras
Combi Weapon: Bolt Gun + Flamer. Req 5
Flamer Backpack Ammo Supply: 5 req
times clip by 5.
Extended Boltgun Magazine. Solid/Bolt. 3 req.
Increases Clip size by Half.
Telescopic Sight: Basic las, Sold, Bolt or Plasma. 6 Req.
Ignore penalty for Long and Extreme Range if you take a Full Aim.

Customizations: 3/4
Custom Grip. 3 req.
+5 to use this weapon, - 5 for anyone else.
Modified Stock. 3 req
+2 to half aim, +4 to full aim.
Extended Barrel: 3 req.
Increases Range and Weight by 50%
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War-gear Rites of the Inititate Empty Re: War-gear Rites of the Inititate

Post by Nick_Nork Sun May 15, 2016 6:21 pm

Started with 30 req.

Ignatius' Shoulder Bolter: 26 req.

Connected Weapon MIU and Optical Mechadendrite allow the weapon to be fire as a reaction, and do not impede aiming.

+15 BS single shot, +5 burst/auto.
75% range.
Combi Flamer.
Fire Selector: 3 * 28 round mags, 3 * Combi Flamer shots.
Backpack ammo: 2 * 28 round mags, 2 * 6 shot Flamer Canisters.
Reliable.
(140 Bolt Rounds, 15 Flamer shots)

Default:
Red Dot Sight - +10 to BS when firing a single shot. Uses Sight Slot.
Fire Selector - +1 weight, Load 3 clips and select which one to fire from each round.
Ballistic Tune: Reliable

Requisitioned Extras: 10 req.
Combi Weapon: Combi Flamer, req 5.
Backpack Ammo Supply, 5 req. - 5 x ammo capacity. (Add 4 clips of your choice)
- 2 * Bolter Clips
- 2 * Flamer Canisters

Customizations: 3/4: 16 req.
Custom Grip, 3 req. - +5 to use this weapon, - 5 for anyone else.
Ballistic Tuning: Close Quarters Mod, 10 req. - Ignore close combat penalty, half weapon range.
Extended Barrel, 3 req. - Increases Range and Weight by 50%.


4 req remaining.

Gained 15 req.
Purchased 1 req for 10xp.

20 req remaining.


Power Axe: 20 req.

Fashioned as a one handed Mechanicus Axe by attaching Ignatius' Combi-Tool to it.
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War-gear Rites of the Inititate Empty Re: War-gear Rites of the Inititate

Post by Popdart5 Sat Nov 05, 2016 12:54 pm

Palan has upgraded from his old Astartes Bolter to an Astartes Plasma Gun. This has cost him an extra 15 Requisition as part of his signature gear. By my count, this means that I have 30 Requisition remaining to spend after our latest increase in Requisition.

Astartes Plasma Gun - Primary Weapon (13 Req of customisations)

Upgrade craftsmanship from Common to Exceptional = free due to Deathwatch agreements with Lythen
- This grants +1 damage.

Red Dot Sight = free as Primary Weapon
- This grants a +10 bonus to standard attacks.

Fire Selector = free as Primary Weapon
- Allows for three different clips of ammunition to be pre-loaded into the weapon.

Ballistic Tuning - Enhanced Plasma Charge modification = 10 Req
- This grants the Blast (0) quality. As discussed, this becomes important when fired on the Maximal setting.
- This is instead of the Reliable quality for upgrading the craftsmanship.

Custom Grip = 3 Req
- This grants a +5 bonus to BS tests for Palan but a -5 penalty for anyone else that attempts to use the weapon.

Astartes Bolt Pistol - Secondary Weapon (17 Req of customisations)

Upgrade craftsmanship from Common to Exceptional = 8 total Req (1.5 times base Req of 5 for the Bolt Pistol).
- This grants the Reliable quality and +1 damage.

Quick Release = 3 Req
- This reduces reload time by a Half Action.

Extended Magazine = 3 Req
- This increases clip size by half.

Custom Grip = 3 Req
- This grants a +5 bonus to BS tests for Palan but a -5 penalty for anyone else that attempts to use the weapon.
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