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WEAPONRY OF THE FOUR CLASSES
BREACHER, GUNNER, SCANNER, TECHNICIAN
Primaries
BREACHER
-BR-92 Assault Carbine
:Basic fully automatic Carbine supplied by the Solar Coalition. Fires 7.62 rounds at about 450 RPM. Very basic but undeniably reliable and consistent, clearing swarms of Cloud Infected with relative ease while still being versatile enough to take on more specialized foes.
-SHOT-12 Pump Action Shotgun
:Pump action shotgun with a capacity of 8 shells. Designed for close quarters but can hit with mild effectiveness at medium ranges as well thanks to increased powder loads. Fires 10 Gauge shells with around 8 pellets each. Insanely effective at shredding Armour at close range and dealing with special enemies, but struggles more with swarm clearing.
-OD-1N Heavy Rifle
:Fully automatic rifle firing .308 Rounds at about 300 RPM. Hits much harder then the BR-92, being much more effective against special enemies with bonus damage to weak points and Armour. Rounds have a 30% chance to pierce targets on hit, increasing the weapons effectiveness against swarms ever so slightly.
GUNNER
-AUTOMAG Autocannon
:Fully automatic machine gun with a medium rate of fire, but dealing bonus damage to Armour. High damage and projectile speed but low mag size (for the class). Fires from a large box filled with belts which are fed through an automatic feed mechanism.
-SMRT-7 Light Machine Gun
:Belt-fed Machine gun with a high rate of fire. Feeds belt from a side mounted drum. High tec Rounds deal increased damage and have different properties depending on any status effect an enemy had applied (Fire, Shock, Freeze, etc.)
-'Dreadbringer' Heavy Machine Gun
:Large belt-fed Minigun which feeds directly from an ammo pack on the Gunner. Doesn't reload, but will overheat after sustained fire, forcing the heat to be vented before firing can resume. Overheating too many times will make the barrel unstable and therefore unsafe to fire, requiring barrel replacement.
SCANNER
-SR-S Marksman Rifle
:High caliber, semi-auto rifle with a medium rate of fire. Fires high damage percing rounds which also embed nodes into first hit enemie, marking them for other players to track through materials. Marked enemies take increased damage to weak points.
-'RailNail' Automatic Railgun
:Full auto, low rate of fire Railgun which fires large Nailgun like projectiles which pierce enemies and deal high damage. Very good burst accuracy but spread increases dramatically during sustained fire. Can be charged a short time to fire a magnetically charged round which deals shock damage to any enemy caught in its flight path
-ARCH-9 Hazardous Munitions Launcher
:Fires Micro Missiles from a side mounted magazine. Missiles are charged via a conductor in the barrel to be attributed with one of a few element types. Low damage but applies status effects very easily.
TECHNICIAN
-SCMG-MK3 Submachine Gun
:Very high rate of fire bullpup SMG. Fires low damage rounds at blistering speeds, almost as fast as the Dreadbringer Minigun. Can tear through hordes and close range targets, but horrible spread at a distance means the chance of hitting medium to long range targets with any degree of effectiveness is virtually non existent.
-F3 Submachine Gun
:High rate of fire SMG with a diagonally mounted magazine. Fires with decent accuracy, making it a lot more versatile than the SCMG. Bullets have a 25% chance to cause shock damage on hit.
-'Conductor' Electricity Discharger
:Large industrial battery jumpstarter menat for on-board use, now retrofitted to be aa makeshift weapon. Fires a constant stream if electricity which arcs between enemies. Highly affecive against robots or other mechanical enemies. Can be charged briefly to fire a large slow moving orb which travels in a straight line. Any enemy within line of sight of the orb (and also in range) will take constant damage from the orb shocking them until they either leave range or the orb hits something.
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Welcome, Trooper!
You have decided to join one of the most elite groups in all the galaxy! The Solar Coalition is looking for volunteers to help defend our beautiful coalition from The Cloud, an ever-growing parasite of galactic proportions. Join a Spacehulk Exploration Team, or S.E.T for short!
These S.E.T teams take 4 volunteers, equip them with the latest in offensive equipment, and send them into abandoned, Cloud infested ships known Spacehulks. You and your 3 comrades will explore your Spacehulk, reclaim anything still of value, and exterminate any of the parasite on the ship! Once your done, place your beacon to signal our Destroyer’s to begin the lock-on process to destroy the infected ship for good. Dash back to your boarding shuttle and watch the fireworks as you come home, with treasures to make the trip worthwhile!
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