Fan Warbond OC: Huntsmen Circle
(No illustrations and stats but just some idea I've been stewing for a while now)
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Overall aesthetic theme: Spider Motif
Available Armor Classes: Medium and Heavy
Armor Passive: Nimble Exo-Reflex
-You dive prone and crouch slide even further and instead of going prone after diving, you roll over into a crouch. However you consume more stamina when doing so. If out of stamina, you just default into a default dive.
-You are not slowed down by environmental obstacles (bushes, shallow puddles, oil, etc) and you are more resistant to fall damage
-Further reduce recoil when crouched/prone
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Weapons and Throwable
HC25-BC Bolt Stinger - Weapon Type: Marksman Rifle/Special
Medium Penetration (Burst Fire)
Anti-Tank (Armor Buster Bolt)
Burn
-A special MR that fires super-heated rods that sticks and burns enemies. The more bolts stuck on them the more burn damage they get.
-Also features the Armor Buster Bolt (ABB) feature, in which the user extends the mechanism of the weapon like a launcher, and loads a special heavy bolt round with tremendous recoil that can send the user flying. The ABB round can nail a medium and light enemy unto the nearest wall/solid surface and can stick into Armor and Superheavies. Once stuck into armor, it will drill itself further until finally exploding.
HC20-W Wire Weaver - Weapon Type: Secondary/Special
Arc Damage
-A wrist-mounted mechanism that fires 2 weighted bolts that are joined together by a razor wire. Can trip and immobilize medium and light enemy units in a short line. Once tripped, the bolts then releases a charge of electricity that deals arc damage
GS/N-01 Arcing Snare - Throwable/Special
Arc Damage
Stun
-A special throwable upon impact, splits into 3 mines and deploys a powerful electrical snare on the ground that paralyzes even heavy enemies for a few seconds. While paralyzed, they are electrocuted with continuous arc damage.
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Stratagems
E/IS-01-ABB Harpoon Emplacement - Emplacement
Anti-Tank
Heavy Penetration
-Deploys an anchored emplacement that fires a macro ABB harpoon tied to a multi reinforced-weaving wire. Once fired, the wire is strong enough to temporarily anchor any Superheavy enemy in place. Can anchor at least 3 superheavies with 3 rounds. While anchored, Helldivers can traverse the wires unto the enemy to better maneuver unto their weakspots. Can be also used on Walls and terrain for better or aided terrain traversal.
AC/S-00 - Active Shroud - Utility Pack
-Deploy the specialized Active Shroud, a heavy cloak that refracts light and completely cloaks the player when crouching and prone in a stationary position for a few seconds. Disables when the user moves while cloaked or fires their weapon, can be circumvented if the player uses a suppressed weapon but it would still drain energy. Due to a limited power source, it can be only used 3 times before running out of packs.
IS-01/GL Arachne - Support Weapon
Anti Tank
-The miniaturized version of the Harpoon Emplacement attached to a compact exoskeleton. Like its original, it launches a bolt that pierces and latches onto armor with a reinforced wire attached to the gun. As long as you hold or holster it without reloading, you are hooked to the target, you are anchored to it and will pull you around as long as you held on.
-Your controlled advance while being pulled and swung by the wire unto the anchor will determined by your stamina. As long as your have stamina, you can safely land on your feet. But out of stamina, your character's wire will forcibly snap and will be thrown and ragdolled.
-Once you hit reload, the user will plant another anchor to the floor or any solid surface, that, like its original will hold the target down temporarily. You can attach at least 5 anchors, and each attached anchor to a single target will extend its immobile status longer. Though you cannot immobilize/anchor a superheavy unit with this, you can still use the hook attached to the Superheavy as a swinging traversal point.
Posted Feb 26, 2026, 8:11 AM UTC