- Smith, Captain Smith.
- -Traits: Welcome to the Coalition, Prod: We ALWAYS have a Shock Maul in addition to other weapons
- ]I[Adeptus Aprior Wargear Requisition Form:
- A) Power Armor with (One Extension)
- B) Primary Weapon:
- (Ammo 1, Ammo 2)
- C) Secondary Weapon:
- (Ammo 1, Ammo 2)
- D) Sidearm:
- (Ammo 1, Ammo 2)
- E) Melee: Shock Maul
- F) Grenades:
- (Ammo 1, Ammo 2, Ammo 3)
- #QUICKLIST#:
- Armor Extensions:
- Jump Pack
- Guardian Weapon System
- Blazing Shield Missile Defense
- Weapons:
- Bolt Rifle (Top , Side , Under) (2 Bolt)
- Dedicated MarksBolt (Side, Under, Fixed Top Scope) (2 Bolt)
- Longbolt ( None) (2 Bolt)
- PoD (None) (2 Bolt or Grenade )
- Plasma Gun (Top, Side)
- Melta (Top, Side)
- Stormlas (Top, Under)
- Marklas (Information Missing)
- SAW (top, side, under) (1 ammo?)
- Avenger ( None) (1 ammo?)
- Pistols:
- Bolt Pistol, Plasma Pistol, Melta Pistol, Grapple Gun
- Ammo types
- Bolt: Standard, Fletchette, Stalker, Tear Gas, Bean Bag, Rubber Pellet .
- Grenade: Frag, Krak, Plasma, Emp, Null, Flashbang, Tear Gas
- Special: Seeker Rockets(Ordinance Launcher only?)
- Weapon Attachments
- Top Rail: Hololithic Sight, Marksman Scope
- Side rail: Guncam, Auspex, Strobe Light, Grapple Gun
- Under Rail: Guncam, Strobe Light, Grapple Gun, UB plasma pistol, UB Miniflamer, UB Minimelta, UB Ordinance Launcher (2 of Grenades, Seeker Rockets, Large Caliber Bolts)
- Hand Grenades: Frag(3), Krak(3), Plasma(2), Emp(2), Null(1), Flashbang(4), Tear Gas(4)
- WARGEAR DESCRIPTIONS
- #PRIMARY GUNS#
- Bolt Rifle: Boltgun by any other name
- Plasmagun: Aprior plasmagun that doesn't overheat
- Meltagun: Burny! but unremarkably changed from the imperial standard
- Stormlas: Essentially a hellgun re-sized to be used by an Astartes, the stormlas is capable of high rates of fire and unparalleled endurance, as it draws its power from the suits own power plant, rather than any external charge pack. This means that it is nearly impossible for any non power armored force to deploy the stormlas, as it would deplete any portable charge pack too quickly to be superior to the SAW. While primarily a Knight weapon, some units do see deployment with the Sisters of Reason as well.
- SAW: In battlezones across the galaxy, the Imperial Guard faces many threats which require the use of specialty support weapons to deal with. In many cases, a support team is attached to a standard squad for the duration of the mission. The Aprior guard has taken this one step further with the inclusion of several specialty weapons in most every squad, one of which is the SAW. The SAW is a medium stubber, built light enough to be carried and operated by one individual, meant to provide the high rates of fire needed to suppress enemies, or deal with tyrranid waves. The weapon has also seen adoption with several other units, including Kaptin Feeguls orks, the Sisters of Reason, and the Knights inductor themselves. When used by these groups, the SAW is refitted with furniture similar to a normal rifle, as these individuals are strong enough to wield it as such. Whilst it has been fazed out in some cases among the sisters and Knights, the orks of Feegul's crew have become very fond of the weapon, seeing it as an improvement on their own beloved shootas in many cases.
- DMB: DMB is a Dedicated Marks Bolter. Between a normal bolt gun and a Stalker pattern.
- PoD: Standing for Precision Ordinance Delivery, the POD fires a programmable smart grenade, which can be instructed to detonate at a specific distance. This allows an airburst shell to travel behind an enemy's cover, such as a window or trench, and detonate on their exposed flank.
- Longbolt: The longbolt is among the best Knight portable long range weapons in the Aprior arsenal. It fires specialized fin-stabilized long cartridge bolts
- Avenger minigun: Begun an experiment to create the ultimate in anti-infantry weapons a single Knight could carry, the CZ57 Avenger is a rotary barrel minigun capable of an unsurpassed rate of fire. However, it does suffer from ammunition consumption problems given its rate of fire, necessitating large unwieldy ammunition packs for prolonged use. As such its deployment with the Knights is limited, but it has performed well in crisis situation.
- Marklas: Many regiments in the Imperial Guard make use of specialized sniper units, as do the Aprior guard. However, the Aprior guard decided to incorporate precision marksman capabilities into their standard combat squads, rather than rely on separate units of specialists. Thus was developed the marklas, an intermediate weapon standing between the longlas and the lasgun, there is usually a designated marksman in each squad wielding this weapon to provide longer range precision shots. Thus was developed the marklas, an intermediate weapon standing between the longlas and the lasgun, there is usually a designated marksman in each squad wielding this weapon to provide longer range precision shots.
- #UNDERBARREL WEAPONS#
- Underslung plasma pistol: Essentially an Aprior plasma pistol attached to the bottom of the weapon, allowing the user to fire a plasma blast as part of standard usage of the weapon. This attachment has proven popular amongst Knights whose combat style precludes them from being able to switch to a sidearm, or who utilize other devices and weapons which disallow the use of alternate weapon choices.
- Mini Flamer, under slot: Whilst Knights often consider the user of flamers unethical in war, there are some enemies against which the use of the flamer is seen as acceptable. Usually deployed against dark eldar, chaos forces and tyranids, this mini flamer is capable of igniting enemies and structures, as well as putting down a flaming swathe to block enemies movement.
- Mini melta, under slot: Similar to the plasma and flamer additions, this is essentially a melta pistol added onto the bottom of an existing weapon, allowing for devastating close quarters shots against heavily armored targets. Can also be used to destroy obstructions.
- Ordinance launcher, under slot. When the main weapon is not quite enough, Knights equip this ordinance launcher. Capable of firing numerous kinds of grenades and other explosive devices, this launcher is often a Knights answer to entrenched enemies or large obstructions. Can fire equivalents of all bolt types, which are more powerful than the standard type, choice of two ammunition types. Also can fire seeker rockets to deal with small vehicles or structures
- #SIDEARMS AND PISTOLS#
- Bolt Pistol, Plasma Pistol, Melta Pistol: Description needed
- Grapple gun: This device fires a rocket propelled dart wherever the weapon is aiming. This dart penetrates into most solid surfaces and deploys spikes to maintain its grip. Trailing behind a thin but extremely strong cable, this attachment allows a Knight to easily rappel up or down surfaces, or to swing over gaps or pull an object closer. While availabe as a rail mount attachment, this description is for the seperate item. Presumably, it is a pistol class gun.
- SPECIAL AMMO
- Tear Gas Grenades: Chokes and blinds targets nonlethaly
- Flash Bang Grenades: stuns and disorients targets
- Emp: Disables Electronics
- Plasma: Large burse
- Null: heavily damages psykers and daemons, neutralizes psychic and warp powers for a limited time
- Frag+Krak: Standard Imperial.
- #ARMOR ATTACHMENTS AND MODIFICATIONS#
- Blazing Shield:
- Astartes power armor is among the best defense systems available to the warriors of man, but the minds of the Knights Inductor have identified several major problems facing the design. While small arms fire can indeed cause severe damage to the suit in sufficient volumes, a major threat comes in the form of explosive devices such as grenades, satchel charges, and rockets. The Shield take the form of a pair of omnidirectional las emitters, mounted on a Knights pauldrons. These emitters identify and target incoming ordinance and destroy them at a safe distance with a precise las burst. This system is extremely effective against thrown ordinance or missiles, though too many objects can overwhelm the system.
- While quite effective at its role, it does have flaws. Fired projectiles such as bolter rounds or stubber shots move too fast for the system to react, and it has no effect on directed energy weapons.
- Despite these flaws, the Blazing Shield has become quite popular amongst the Knights
- Guardian Weapon System:
- Knights are trained to fight in groups, to move forwards as an interlocking offensive and to cover each other in combat. The deep seated instinct that having someone watch your back in combat is absolutely necessary has become quite ingrained in the Knight psyche, not surprising given the degree to which teamwork and group cooperation is stressed in their ranks. Not all Knights however are deployed in large groups, some are sent to action in small teams where they cannot always cover their brothers, or be covered themselves. Essentially, the guardian is a modified hellgun mounted on a servo arm behind the shoulder. Out of combat the system folds neatly against the reactor pack, in combat it stands up like the stinger of some predatory animal and seeks targets according to a built in fire control cogitator.
- It is programmed to attack the closest enemy, or any enemy which its programmed profiles deem as the greatest threat, though it prioritizes enemies attacking the operator who are outside the operators field of vision, essentially watching the users back. It can also be commanded to attack a specific target if the user desires.
- Jump pack:
- Rather than relying on brute force thrust like standard Imperial models, the Aprior pattern jump pack makes use of Aprior gravity manipulation technology to reduce the effective mass of the wearer, allowing much smaller thrusters to do the job of larger ones, and increasing maneuverability. It also allows for an armored Knight to jump much higher without activating the thrusters, or in any other situation where weighing less would be useful.
- #GUN RAIL MOUNT ATTACHMENTS#
- Hololithic sight, top: Extremely popular amongst the Aprior guard, hololithic sights also see use amongst the Knights and sisters. This sight projects a small targeting reticule inside the casing of the sight, allowing for easier target acquisition over the clumsier iron sights. This addition aids in combat at relatively close range, aiding the user in tracking fast moving targets which would otherwise be difficult to target well.
- Marksman scope, top: This optical scope aids the user in long range marksmanship, zooming in on the target to allow distant shots to be precisely targeted. It includes a variable zoom feature, as well as an integrated rangefinder to help the user compensate for bullet drop in long distance shots.
- Gun camera, side/under: Knight combat doctrine stresses on the importance of cover, many Knights not even moving from a position of complete security until their safety and success is all but secure. Seeking a way to improve the fighting ability of Knights in cover, the Knights commissioned the Aprior admech to produce the gun camera attachment. Mounted on the side side or bottom of a weapon, this camera is linked to the Knights HUD, allowing the Knight to target with his weapon without actually having to look at where the gun ins pointed. Knights use this to peek around corners, and if needed fire on the enemy with their normal accuracy without ever having to peek anything more than their weapon from behind cover.
- Auspex system, side: An extension of the mounted dataslate seen on some Aprior lasguns, the Knights have experimented with mounting a miniaturized auspex system on the side of a Knights weapon. This device is an improvement on the integrated autosenses on marine armor, and allows the user to locate enemies through walls or other types of obstructions, though it is far from foolproof.
- Strobe light, side/under slot: Used both in general combat and nonlethal pacification to disorient the target, this bright luminator blasts extremely bright light pulses at a very fast rate, disorienting and temporarily blinding any caught within its cone of effect. Apriori forces wearing combat glasses or other eye protection are unaffected, does not work on all enemies.