Assault Firearms of 40K

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Assault Firearms of 40K

Mesaj Scris de fourtyKANE la data de Joi Feb 04, 2016 9:49 pm

These are two-handed weapons as well, and most of them allow your full number of attacks whether you move or stay still. Some have special rules, however. Also note that two Assault weapons are only Assault weapons if you take the Exotic Weapon Proficiency - otherwise they are Heavy.

Assault Firearms benefit from the Machine Spirit rule: add the wielder's BAB to the damage.

Shotgun: depends on ammunition used, clip-12
-Scattershot: 20' cone, 3d6 Bludgeoning damage, Ref half (DC = Attack roll)
-Solid Shot: 60' range, 3d6 Bludgeoning, crit 20/x3
-Executioner Rounds: 100' range, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance

Meltagun: 50' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration [Melta]

Flamer: 30' cone of fire, 6d6 Fire damage, Ref half (DC = Attack roll), canister-10, ignores cover
Failed save: target burns (1d8 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.

Anima Speculum: 100' range Assault Firearm, 3d6 Force Damage, crit 20/x2, clip-10, 6d6 Force Damage against Psykers and Spellcasters. For every Psyker or Spellcaster within 30 feet, improve the critical threat range by 1.

Heavy Flamer: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training

Heavy Stubber: 100' range, 4d6 Bludgeoning damage, belt-100, crit 20/x3
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
Counts as Heavy without Exotic training

Autogun: 120' range, 2d6 Piercing damage, clip-20, crit 19-20/x2

Storm Bolter: 150' range, 4d6 Fire/Sonic damage, drum-60, crit 19-20/x3
*allows 1 extra shot (at highest BAB) per turn

Grenade Launcher: 70' range, launches grenades, clip-6, see grenades

Hell Gun: 100' range, 2d6 Light damage, pack-100, crit 18-20/x2 [Hell]
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