Upgrading/updating some of my old moves:
Pistol (ranged prof) (+300 om)
The standard sidearm of the USSMC and Doomguy's ever present and reliable weapon, this semi-automatic weapon allows the marine to put down three to four shots in a second with decent accuracy while allowing doomguy a free hand, and the ability to easily use it on the go and in tight spaces. However, the weapon's pathetic damage makes it at best a holdout weapon, and with its effective range of 30 feet it can only be a threat in situations where the shotgun would be too slow to use.
However, some tech built into the weapon gives it a little oomph: when the trigger is held down, energy is charged inside the barrel, and after two seconds a powerful shot is fired, doubling the range and provide a damaging and accurate shot. Oddly, it seems like the weapon does not need to reload.
Shotgun (Ranged Prof, AoE) (+600 om)
Doomguy's favorite weapon (that isn't one of the bigger death dealers), the shotgun can fire a shell that can kill weak opponents with a half second pump to put a new on in the chamber. Each shell fires a cluster of pellets that at point blank shreds whatever is standing in the way, but spreads out such that at farther range it becomes more likely to hit but less damage. Although it does not have the scatter of most "video game shotguns" this is to it's benefit: the tight clustering allows more hits further way, allowing an effective range of 80 feet before the spread becomes too wide and only a few pellets hit the intended target.
The shotgun also has two modules: A triple shot and a grenade launcher. The triple shot allows the shotgun to be charge, holding the trigger for a second before unleashing three shotgun shells in rapid fire, but cannot be used again for 4 seconds. the Grenade Launcher requires two seconds, but will launch an arcing grenade that can hit targets as way away as 300 feet, those caught in the 3' radius blast blown away and left wounded as if hit by the normal grenade. However, both modules cannot be used at the same time, and DG must manually remove one and install the other.
Oddly, it seems like the weapon does not need to reload.
Chaingun (Ranged Prof, Aoe, Debuff) (+600 om)
When throwing down fire, nothing can outclass this massive, multi barreled machine gun. Firing high powered shots at speed described as "ludicrous" and "awesome", it allows both suppressible fire and the ability to reduce whatever it's being fire to pulp with sustained hits even when on the move. However, it can also be used in short bursts to fire accurate shots at decent ranges up to 100 yards away, making it a versatile weapon for the USSMC marine. After a second of firing or spinning the barrel on its own, the weapon hits top speed and a hundred rounds can be fired in less than a minute, with some sacrifice to accuracy as Doomguy tries his belt to hold the bucking weapon in place. But when things look real bad, Doomguy braces himself in place, slams a belt of ammo in and throws his weight (and aim) around to hit multiple targets in sweeping arcs, letting none escape.
Even better, this weapon allows the use of special ammo. Incinerate rounds can light the target on fire with multiple hits, while uranium rounds can punch through weak foes and hit ones behind them, though for less damage. However, both ammo types cannot be used in "spread fire mode".
Oddly, it seems like the weapon does not need to reload
Pistol (ranged prof) (+300 om)
The standard sidearm of the USSMC and Doomguy's ever present and reliable weapon, this semi-automatic weapon allows the marine to put down three to four shots in a second with decent accuracy while allowing doomguy a free hand, and the ability to easily use it on the go and in tight spaces. However, the weapon's pathetic damage makes it at best a holdout weapon, and with its effective range of 30 feet it can only be a threat in situations where the shotgun would be too slow to use.
However, some tech built into the weapon gives it a little oomph: when the trigger is held down, energy is charged inside the barrel, and after two seconds a powerful shot is fired, doubling the range and provide a damaging and accurate shot. Oddly, it seems like the weapon does not need to reload.
Shotgun (Ranged Prof, AoE) (+600 om)
Doomguy's favorite weapon (that isn't one of the bigger death dealers), the shotgun can fire a shell that can kill weak opponents with a half second pump to put a new on in the chamber. Each shell fires a cluster of pellets that at point blank shreds whatever is standing in the way, but spreads out such that at farther range it becomes more likely to hit but less damage. Although it does not have the scatter of most "video game shotguns" this is to it's benefit: the tight clustering allows more hits further way, allowing an effective range of 80 feet before the spread becomes too wide and only a few pellets hit the intended target.
The shotgun also has two modules: A triple shot and a grenade launcher. The triple shot allows the shotgun to be charge, holding the trigger for a second before unleashing three shotgun shells in rapid fire, but cannot be used again for 4 seconds. the Grenade Launcher requires two seconds, but will launch an arcing grenade that can hit targets as way away as 300 feet, those caught in the 3' radius blast blown away and left wounded as if hit by the normal grenade. However, both modules cannot be used at the same time, and DG must manually remove one and install the other.
Oddly, it seems like the weapon does not need to reload.
Chaingun (Ranged Prof, Aoe, Debuff) (+600 om)
When throwing down fire, nothing can outclass this massive, multi barreled machine gun. Firing high powered shots at speed described as "ludicrous" and "awesome", it allows both suppressible fire and the ability to reduce whatever it's being fire to pulp with sustained hits even when on the move. However, it can also be used in short bursts to fire accurate shots at decent ranges up to 100 yards away, making it a versatile weapon for the USSMC marine. After a second of firing or spinning the barrel on its own, the weapon hits top speed and a hundred rounds can be fired in less than a minute, with some sacrifice to accuracy as Doomguy tries his belt to hold the bucking weapon in place. But when things look real bad, Doomguy braces himself in place, slams a belt of ammo in and throws his weight (and aim) around to hit multiple targets in sweeping arcs, letting none escape.
Even better, this weapon allows the use of special ammo. Incinerate rounds can light the target on fire with multiple hits, while uranium rounds can punch through weak foes and hit ones behind them, though for less damage. However, both ammo types cannot be used in "spread fire mode".
Oddly, it seems like the weapon does not need to reload


![[Image: oGzCtPC.png]](http://i.imgur.com/oGzCtPC.png)