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Cipher
Executive
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Join date : 2020-01-28
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The Armoury: Weapons of the Kasrkin Empty The Armoury: Weapons of the Kasrkin

2020-09-02, 15:54
The Armoury: Weapons of the Kasrkin IKw9BVV
The Armoury: Weapons of the Kasrkin DR7O591

16th Company

3rd Kasrkin Detachment 
'Sentinel'


Weapons Guide

 The Armoury: Weapons of the Kasrkin XsIG34L



Each Weapon Systems is separated into groups based on the type of damage they emit.
ANY MISUSE OF WEAPONRY WILL RESULT IN PUNISHMENT


The Emperor Protects




Chapter I: Ranged Weapons


Weapons are divided into several groups covering a plethora of ranged weapons, dealing with everything from crossbows to plasma cannons, and melee weapons covering all manner of close combat weaponry. Unless they are of Poor Craftsmanship, all weapons come with the appropriate holster or carrying
strap as of their issue.


SOLID PROJECTILE WEAPONS


The Armoury: Weapons of the Kasrkin Cwp9J5C
Commonly known as slug-throwers, these weapons are
exceedingly plentiful across the Imperium. Most alien races have
their own versions as well, for both technology and manufacture
are fairly simple. Citizens of all types commonly carry one kind
or another for their basic protection or livelihood. To use the
various classes of solid projectile weapons, a character must have
the Projectile Training.


Solid Projectile Weapons::



LAS WEAPONS

The Armoury: Weapons of the Kasrkin OI3FzZu
Laser or “las” weapons are the most numerous weapons found in
the Imperium. Based on reliable technology, they are cheap to
manufacture and easy to maintain. Las weapons work by emitting
short, sharp pulses of laser energy from high-storage fast-discharge
capacitors with a flash of light and a distinctive snap like the
cracking of a whip. To use the various classes of las weapons, a
character must have the Weapon Training.
In almost all cases, a las weapon is included as part of
the Standard Regimental Kit. Virtually all members of the
Imperial Guard are well versed in the operation of these
armaments. Many soldiers develop a personal relationship
with their weapons, as they spend every moment of every
day with their trusted rifle in easy reach.

Las-Weapons:



BOLT WEAPONS

The Armoury: Weapons of the Kasrkin Nq1v90p
If there is one weapon type that defines the Imperium, it is the
bolter. No other weapon combines high technology levels with
deliberate brutality, and no other race would consider making it
but Mankind. Bolter weapons fire rounds of self-propelled 
mass reactive shells called bolts, set to explode just after penetration.
Overall they are superb if temperamental, devices requiring
skilled maintenance using the correct rituals and blessings.
Furthermore, these are all very rare weapons, available only
to the lucky or well-connected few. Many are centuries old,
handed down from veteran to successor, and some have
long legends attached to them of their lineage. The Adeptus
Astartes also make extensive use of bolt weapons, albeit of
different patterns and often of great antiquity.
Bolter ammunition is expensive and difficult to
manufacture and only the elite of the Imperium have ready
access to it. The standard bolter round is .75 calibre and has
a super-dense metallic core with a diamantine tip. To use the
various classes of bolt weapons, a character must have the
Boltgun Training.



Bolt Weapons::
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The Armoury: Weapons of the Kasrkin KAT6K1g




MELTA WEAPONS

The Armoury: Weapons of the Kasrkin 6JFGM6e

Melta weapons emit devastatingly intense but short-ranged
blasts of heat that can melt through almost any material. Also
known as cookers or melters, most types of melta induce
highly pressurised gases from an ammunition canister into an
unstable sub-molecular state and direct the resulting energies
down the barrel. Melta usage is accompanied by a distinctive
hissing sound as the beam boils away the water in the air,
then a roaring blast as it reduces the target to charred scraps
or molten slag. Meltas are the premier anti-armour weapons,
and few vehicles can withstand their power. To use the
various classes of melta weapons, you must have Metla Training.


Melta Weapons::
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PLASMA WEAPONS

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Plasma weapons represent an almost-lost art for the
Imperium, their secrets are known to but a handful of the inner
circle of the Adeptus Mechanicus and their tech-adept
artisans. Existing weapons must be carefully maintained and
passed down generation to generation with each operator
carefully ensuring all proper blessings of the Machine God
are bestowed before use.
Plasma weapons work using hydrogen fuel suspended in
a photonic state in either fuel flasks or backpack containers.
As the fuel is fed into the miniature fusion core inside the
weapon, the hydrogen energises into a plasma state, held in
the core by powerful magnetic confinement fields. When
fired, the fields dilate open and the plasma is ejected via a
linear magnetic accelerator in a bolt of superheated matter
akin to a solar flare in appearance and temperature. For this
reason, plasma weapons are also known as “sun guns.” To use
the various classes of plasma weapons, a character must have
the Plasma Training.

Plasma Weapons::
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FLAME WEAPONS

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Flame weapons project fire upon their foes and generally use
a fuel referred to as promethium, though it can also be a
home-made concoction or other chemical brew depending
on the local technology level. Most are a mono-propellant
fuel that ignites via a smaller pilot flame at the tip of the
barrel, though some flamers use binary hypergolic fuels.
Once produced, the intense jet that spurts from the barrel
creates a torrent of liquid fire, which spreads out in an inferno
that burns even underwater, leaving enemies hard pressed to
put out the fire. To use the various classes of flame weapons,
a character must have the Flame Training.


Flame Weapons::




LAUNCHERS

The Armoury: Weapons of the Kasrkin WOfh6su


In a galaxy raked by war and disorder, there is a high demand
for extremely destructive ordnance. To that end, the forge
worlds of the Imperium send out a steady stream of explosives,
grenades, and similar weaponry, some of which may find
its way into the hands of the Guardsmen and their foes. To
use the various classes of launchers, a character must have
the Launcher Training.


Launcher Weapons::





Chapter II: Melee Weapons


Despite the wide range of ways available to kill the enemy at a distance, there is always a demand for weapons designed for close and personal combat. For some, it is a matter of honour to look their foe in the eye, for others, simply another way to ensure their safety in a dangerous galaxy. These kinds of weapons range from crude lengths of metal to exquisitely constructed artefacts from ages gone by, devices that could never be created again in this dark millennium.



CHAIN WEAPONS

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Chain weapons are popular as most races and planets have the basic technology to produce these brutal war-devices. 
They come in a variety of styles, but all feature fast-moving chains with serrated metallic teeth running down what would 
normally be a weapon’s bladed edge. 
Once engaged, the chain drive roars loudly to life, acting as a clear warning to all. 
Even the slightest impact can tear open flesh and solid blows can cut through most armour. To use
chain weapons, a character must have the Assault Training.



Chain Weapons::




POWER WEAPONS

The Armoury: Weapons of the Kasrkin FBvuYmU
Power weapons project a disruptive energy field along the
blade or head of a weapon, allowing it to slice armour or
strike with explosive impact. Many of these weapons use
subtle mechanisms and can appear normal until activated,
whereupon crackling lightning runs across the blade. A
power weapon can still be used as an ordinary weapon should
its power source run dry or become damaged. To use the
various classes of Power weapons, a character must have the
training in assault to use.



Power Weapons::



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