The Tantumirean Heresy:Weapons

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List of Weapons and their modifiers, plus ammo that they use.

All weapons have a quality modifier, that applies different bonuses or penalties. To improve a weapon, leave it with a Tech-Priest between missions.

  • Practically Orkish: Horrible condition; Extremely High number of jams, malfunctions, explosions, and other problems.
  • Ramshackle: Poor condition; High number of jams, malfunctions, and other problems.
  • Standard: Average condition; Average number of jams, malfunctions, and other problems.
  • Well-Maintained: Good condition; Low number of jams, malfunctions, and other problems. +1 bonus trait.
  • Ornate: Very Good condition; Extremely low number of jams, malfunctions, and other problems. +1 bonus trait.
  • Blessed: Perfect condition; No jams or malfunctions. +1 bonus trait.
  • Masterwork: The weapon is a Custom-made masterpiece. +2 bonus traits.

Pistols

Short range (~50m maximum effective distance)

  • Laspistol - A miniature version of a lasgun that fires a coherent beam of energetic photons that can burn through most materials. Uses Power Packs. Number of shots varies depending on type of power pack.
    • Well-Maintained Laspistol: This weapon is constantly given proper maintenance, making it more likely to hit beyond its effective range.
    • Ornate Laspistol: Ornate engravings and proper oils have appeased this weapon's Machine Spirit, making it more likely to hit beyond its effective range, and giving an extra few shots (number is random) per power pack.
  • Stub Revolver - A basic double-action handgun. Uses Stub Pistol Rounds. Can hold 6 bullets at a time; each bullet must be loaded individually unless a speedloader is used.

Rifles

Medium range (~200m maximum effective distance)

  • Plasma Rifle - A finely-crafted rifle that fires bolts of super-heated plasma. Has a rare chance to explode when used. Uses Hydrogen Canisters. Number of shots varies depending on type of hydrogen canister.

Sniper Rifles

Long range (~2km maximum effective distance)

Shotguns

Extreme Short range (~10m maximum effective distance)

  • Arbites Shotgun - Pump-action, manually-loaded shotgun issued to members of the Adeptus Arbites. Wide range of customization options. Uses shotgun shells. Can hold 5 shells at a time; each shell must be loaded individually.

Heavy Weapons

Varying range (check each individual range)

Small Melee Weapons

Short Melee Range (~1m maximum effective distance)

  • Psykana Mercy Blade - A small blade issued to all Sanctioned Psykers. Intended as a tool to commit suicide, but functions well enough in melee combat.

Large Melee Weapons

Melee Range (~2m maximum effective distance)

  • Chainsword - A sword with powered teeth that run along a single-edged blade.
  • Truncheon - A simple, non-lethal plastic club issued to the Praetors of the Adeptus Arbites.

Grenades

Extreme Short range (~10m maximum effective distance)

=Other-

Varying range (check each individual range)

Ammo

  • Power Pack - A rechargeable "magazine" for Las-weapons. Each shot uses 5% of its capacity.
    • Hotshot Power Pack - A power pack that temporarily boosts the power of a lasgun at the cost of being able to fire less shots. Has a chance to "burn out" during use, after which it becomes useless. Each shot uses 10% of its capacity.
  • Stub Pistols Rounds - Small-calibre bullets designed for smaller stub weapons,
    • Armor-Piercing Stub Pistol Rounds - Stub pistol bullets that specialize in punching through armor.
    • Hollow Point Stub Pistol Rounds - Stub pistol bullets that specialize at causing as much damage as possible to lightly-armored targets.
  • Shotgun Shells - Lethal munitions for a shotgun.
    • Beanbag Shells - Non-Lethal munitions for a shotgun that temporarily stun and knock down those who are shot.
  • Hydrogen Canister - A cartridge used as ammunition for Plasma weaponry. Reloading must be undertaken slowly and carefully, however. Each shot uses 10% of its capacity.