Difference between revisions of "Space Marine Equipment"

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(Power Sword)
(Chainswords=)
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Hellfire Rounds must be breech-loaded (half action to switch breech modes, full action to load), and do d10 wounds within the Small Template regardless of Toughness Bonus.
 
Hellfire Rounds must be breech-loaded (half action to switch breech modes, full action to load), and do d10 wounds within the Small Template regardless of Toughness Bonus.
  
===Chainswords====
+
===Chainswords===
 
Counts as a hand weapon, adds +1 to critical rolls
 
Counts as a hand weapon, adds +1 to critical rolls
  

Revision as of 17:31, 18 January 2007

Weapons

Bolters

All Bolters are capable of Rapid Fire, which is a full action. As a full action, someone armed with a bolt weapon can fire up to its Rapid Fire number in shots at the cost of an Equipment Point. They also have clips; reloading is a free action until the clip is exhausted at which point the reload time indicated must be taken. Rapid Reload reduces this number.

Bolt Pistol

Damage 4, Impact, range 8/16, clip 10, reload 1, Rapid Fire 2

Bolt Gun

Damage 4, Impact, range 16/32, clip 20, reload 1, Rapid Fire 2

Heavy Bolter

Damage 5, Impact, range 20/40, clip 100, reload 3, Sustained Fire (a rapid fire action does not consume 2xammo) 4

Hellfire Rounds

Hellfire Rounds must be breech-loaded (half action to switch breech modes, full action to load), and do d10 wounds within the Small Template regardless of Toughness Bonus.

Chainswords

Counts as a hand weapon, adds +1 to critical rolls

Power Weapons

As a rule, Power Weapons ignore armor when wounding in addition to any other qualities they possess.

Power Sword

A Power Sword confers no additional benefits, unless it is Master Crafted, in which case it confers the Defensive bonus.

Power Maul

A Power Maul is Slow, but confers the Pummeling rule.

Power Fist

A Power Fist is Slow, Impact.

Progenitor Equipment