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 | ||
Revision as of 17:31, 18 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.