Difference between revisions of "Space Marine Equipment"
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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 | ||
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A Power Fist is Slow, Impact. | A Power Fist is Slow, Impact. | ||
− | === | + | |
+ | ==Armor== | ||
+ | |||
+ | ===Space Marine Power Armor=== | ||
+ | Some of the most technically advanced combat equipment in the galaxy, Power Armor is a combination of a neurally-linked servo-motor network, ceramic-alloy plates, and sophisticated electronics and environment systems. Fundamentally, it turns those it protects into walking tanks, though the physical demands of wearing such equipment, even with its servo-motor assist, makes it all but impossible for the strongest warriors. | ||
+ | |||
+ | Armor 5, causes no penalty to agility when worn by a Space Marine, sophisticated electronic equipment that provides additional information at the GM's option. Move Silent or Concealment is next to impossible in such armor. Intimidate tests gain a considerable bonus. | ||
+ | |||
+ | ===Carapace Armor=== | ||
+ | High-strength polymer and flex-titanium layers make for a durable and relatively light impact absorption system. When worn only over vital body parts, it also allows for flexibility and stealth. | ||
+ | |||
+ | Armor 3, 10% agi penalty, allows for use of stealth and concealment | ||
+ | |||
+ | |||
+ | |||
+ | ==Miscellaneous Equipment== | ||
+ | |||
+ | ===Progenitor System=== |
Latest revision as of 17:05, 20 January 2007
Contents
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.
Armor
Space Marine Power Armor
Some of the most technically advanced combat equipment in the galaxy, Power Armor is a combination of a neurally-linked servo-motor network, ceramic-alloy plates, and sophisticated electronics and environment systems. Fundamentally, it turns those it protects into walking tanks, though the physical demands of wearing such equipment, even with its servo-motor assist, makes it all but impossible for the strongest warriors.
Armor 5, causes no penalty to agility when worn by a Space Marine, sophisticated electronic equipment that provides additional information at the GM's option. Move Silent or Concealment is next to impossible in such armor. Intimidate tests gain a considerable bonus.
Carapace Armor
High-strength polymer and flex-titanium layers make for a durable and relatively light impact absorption system. When worn only over vital body parts, it also allows for flexibility and stealth.
Armor 3, 10% agi penalty, allows for use of stealth and concealment