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==Close-Combat Variants== ===Shock Baton=== [[File:Shock_Baton.JPG|200px|right|thumb|Shock Baton]] A civilian-grade 'Arc' weapon. A Shock Baton is a type of Imperial law enforcement weapon frequently used by the [[Adeptus Arbites]] and [[Inquisition]]. This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club. The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition. In [[Necromunda]], it is primarily used by the [[Palanite Enforcers]] as a form of close-range crowd control. The more military and killy version of the Shock Baton is the Arc Maul which can be further read below. ===Shock Maul=== [[File:ShockMaul.jpg|200px|right|thumb|Shock Maul]] The more civilian-friendly version of the Arc Maul. Should <u>''NOT''</u> be confused with either the aforementioned Arc Maul or the Shock Baton. These weapons are most commonly seen in the use of the [[Adeptus Arbites]] and [[Palanite Enforcers|Palanite Enforcer]] squads on countless Imperial worlds. Upon activation, they deliver a powerful incapacitating shock to the enemy. Shock Mauls are primarily used for crowd control, but can also be a deadly melee weapon. In relation to the Shock Baton, the Shock Maul is its bigger brother, with a longer reach and having, what seems to be a near-unlimited supply of battery energy needed to charge this damn thing if the crowd control description is anything to go by. As such, if the Shock Baton is used for emergencies, the Shock Maul is used for long-term engagements for riots that have overstayed its welcome. ===Arc Maul=== [[image:ArcMaulPict.png|200px|right|thumb|Arc Maul]] Shooting from afar is fine and all, but in the grim darkness of the future, any tech that can't be applied at close range will be looked at with shame. Thus, the arc maul combines the power of a bludgeon weapon with the energy and electricity created by an arch engine to make one brutal CQC monster. On tabletop, the Arc Maul is a Power Maul with a nifty rule to force haywire onto vehicles you'll never use (but priced as such), iconic to Skitarii Alphas. A decent melee weapon for its price with nice Strength and AP. <gallery> image:ArcMaul.png </gallery> {{clear}} ===Dominator Maul=== [[image:Dominator_Maul.PNG|200px|right|thumb|Dominator Maul]] The Arc and Shock Maul's heftier brother. Dominator Mauls are larger than an Arc Maul, and deals more damage when struck. This is due to the fact that a Dominator Maul has larger and longer electro-capacitors, allowing the user to inflict more electrical shocks than its smaller brothers. Seriously, look at this damn thing, this beatstick is at the very least, ''50 percent taser'', it is gonna hurt like hell. Due to its status and being the penultimate beatstick of the Imperium, only high-ranking law-enforcement agents are allowed to carry these things around. Among those are the [[Proctor-Exactant]]s who can wield one if they so choose. {{clear}} ===Electro-Goad=== [[File:Electro-Goad.JPG|200px|right|thumb|Electro-Goad]] The more [[Heresy|Heretical]] version of the Arc Maul. Used by the [[Negavolt Cultist]], the Electro-Goad is a weapon meant for pin-point strikes at machines and even living organisms, rather than beating it into a pulp like the Arc Maul. These weapons are used by the Negavolts to defile and pervert the machinery of the Adeptus Mechanicus as the Goads brings out arcs of Warp-infused energy into the tip of the weapon to cause some [[Extra Heresy]]. On the tabletop, these weapons are S2, D1 weapon with zero AP, so ain't doing too much to a MEQ. However, each hit roll on a 6+ with this weapon will score 3 hits automatically. ===Arc Claw=== [[File:ArcClaw.jpg|200px|right|thumb|Arc Claw]] Arc Claws are a type of weapon used by the Adeptus Mechanicus, typically mounted on [[Kataphron Battle Servitors]]. During the Cyberghoul Wars, the burrowing Daemon machines of Warpsmith Votogr Bolga were met talon to talon by Metalica’s servitor defenders. It was the invention of the arc claw that turned the tide – a potent delivery system for the most sophisticated scrambler technology the Adeptus Mechanicus could devise. On tabletop, the Arc Claw is a S+1 weapon with AP-1. It'll have the strength to wound infantry and light vehicles the Breacher manages to catch, and the AP to be a bother. However, anything heavier than a light vehicle is going to survive the scratch. ===Shock Stave=== [[File:Shock_Stave.JPG|200px|right|thumb|Shock Stave]] Shock Staves are a form of long-reach close-combat arc weapons used mainly for suppression and stun. They are like the civilian equivelent of the Taser Goads. Nevertheless, nothing stops a person from [[Heresy|tinkering]] the weapon from a overglorified taser into a lethal force weapon. They are often used by [[House Van Saar]] in [[Necromunda]] as a [[Tek]]'s standard close-combat weapon, although Beastmasters also use them to 'discipline' their collection of sewer beasts. On the tabletop, the Shock Stave cost 25 credits for +1 Strength, shock, and versatile. Best choice if someone is going for cc and a much better choice than the Shock Baton. ===Shock Whip=== [[File:Shock_Whip.JPG|200px|right|thumb|Shock Whip]] The more electrostatic variant of the [[Power Weapon#Neural Whip|Neural Whip]] and unlike the [[Power Weapon#Electro-Flail|Electro-Flail]], [[Pretend|actually stays true to its name]]. The Shock Whip is a whip that has electroconductive barbs embedded in its structure, allowing the user to both lacerate and zap the ever-loving fuck out of people. The Shock Whip is presumed to have a few charges before needing to be restocked like most weapons in Necromunda, although its reach is much higher than the other shock weapons in the Hive World. They are often a status weapon, used by only the [[Gang Matriarch|Matriarch]]s and [[Wyld Runner]]s of [[House Escher]] in Necromunda. Due to the difficulties in using the whip and its unorthodox nature. The Shock Whip is a pretty uncommon weapon to face in the Underhive, but its unorthodox nature makes it hard to counter. The head of the whip is a heavy morning star-like contraption, which is odd since it would alter how the whip function, but oh well... On the tabletop, they are only available to a few characters, which are the Gang Queen, Gang Matriarch, Death Maiden and the Gang Sister. For a gang like this, that can expect to have a few characters that will invariably excel in combat, the Shock Whip can make a huge difference. It is an incredibly versatile weapon which makes it absolutely excellent, and the rest of the stats and rules are just icing on the cake. {{Clear}} ===Taser Goad=== [[File:TaserGoad.jpg|200px|right|thumb|Taser Goad]] Taser Goads are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Skitarii]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life <s>tasers</s> cattle prods. Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at goad's tip. On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Goad itself is a S+2 weapon and is available to Infiltrators and Skitarii Alphas. ===Arc Hammer=== [[File:Arc_Hammer.PNG|200px|right|thumb|Arc Hammer]] Think Thor's Mjolnir hammer in 40k form. An Arc Hammer are immense sledge hammers that is so heavy, it requires guys in specialised [[Imperial Mesh Armour]] with servo-assisted exoskeletons to fully wield and operate. Only the [[Arms Master]]s of [[House Orlock]] in [[Necromunda]] seem to know how use these things as weapons. Due to its name, it is highly likely that an Arc Hammer unleashes an explosion of lightning arcs the moment of impact. Now, don't ask us about the practicalities of [[derp|unleashing an omnidirectional blast of electrical currents that is just as willing to zap the user as much as the enemy their fighting.]] On the tabletop, Arc Hammers are pricey, but the excellent strength bonus, Damage 3, and slew of special rules make this weapon worth using if you are facing dangerous enemy Champions or Brutes. The Arc Hammer will just about squish anything that it comes up against. Be sure to use that Versatile 1” rule to attack from outside base-to-base contact and avoid Reaction Attacks. ===Taser Lance=== [[File:Taser_Lance.PNG|200px|right|thumb|Taser Lance]] Taser Lances are a Taser Weapon which are like a sub-category of Arc Weapons that are used by the [[Sydonian Dragoon|Sydonian Dragoons]]. As its name implies, these Taser Weapons are essentially oversized and overcharged real life tasers. Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge, the remaining energy is stored by the electrothief prongs at the lances' tip. Because of its long length, Taser Lances can only be carried on the mechanical cavalry of the Mechanicus like the aforementioned Sydonian Dragoon. On tabletop, taser weapons have lousy AP but good strength, relies on each hit roll of 6+ causing 3 hits instead of one, meaning they can benefit from Conqueror doctrina to explode on 4+. Rerolls to hit (Remorseless Fist Canticle, Prime Hermeticon WT, Omniscient Mask relic) are common enough. The Taser Lance itself is a S+3 AP-1 D2 weapon; [[Awesome|now hitting at Str8 whether you charged or not.]] ===Electroleech Stave=== [[File:Electroleech_Stave.PNG|200px|right|thumb|Electroleech Stave]] Electroleech Staves are a type of weapon used by Adeptus Mechanicus [[Electro Priest|Electro-Priests.]] The powerful capacitors built into the length of each electroleech stave allow them to [[Wat|drink every iota of electric force from those they strike - be they living or machine.]]. Huh, that actually makes sense. Give electricity in a body or machine a better channel and it’ll go that way into the staff. Scary as fuck, though. On tabletop, the Electroleech Stave is a S5 AP-2 weapon, which makes it behave like a SM power axe with extra damage and a chance for mortal wounds. Now you only need to get those Fulgurites into melee. ===Heavy Shock Baton=== [[File:Heavy_Shock_Baton.PNG|200px|right|thumb|Heavy Shock Baton]] The largest close-combat Arc weapon to date. The Heavy Shock Baton is the Shock Baton's bigger and meaner brother. Whilst they look superfluously similar externally speaking. The Heavy Shock Baton is at least three times the size in all physical dimensions. Why must it be so big? Well, because it is wielded exclusively by the [[Sanctioner Pattern Automaton]]. These are the Batons you want to have when you want to bludgeon a whole group of rioters in a single swing or zap an [[Ogryn]]-sized brute into submission. Given the fact that it is connected to the Automaton itself, it is safe to assume that the Heavy variety isn't dependent on a limited set of charges and can keep on swinging until the Automaton drops dead.
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