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House Rules Pages in this section are: +++house rules main+++ +++optional rule changes+++ +++faith points+++ <<<armoury>>> +++experience+++ +++equipment faults+++ +++new talents+++ +++non-character rules+++ +++additional psychic powers+++
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THIS IS a list of all the extra equipment we've invented for our own use, if you're at all interested...
Automag stubber
Helena Carradin's sidearm is a heavy handgun called an automag stubber. Developed on the factory world Graia in the wake of the retreating Hive Fleet Kraken, it is designed to provide extra stopping power when required but without compromising the flexibility and low cost of the stub gun. It achieves this by sacrificing some of the stubber's ammunition capacity for tightly controlled automatic setting, that will fire a burst of three rounds in quick succession - enough to stop even a genestealer in its tracks...
Explosive Arrows These are simply normal arrows but with a small explosive on the tip. They are an area effect weapon with Area 2, Blast 2, and 2D6 damage. This is in addition to the normal damage caused by the arrow's impact. The arrows inflict an extra -10 accuracy penalty on the to hit roll, to represent their less aerodynamic nature.
Silencer This is muzzle flash and sound suppresser that can be fitted to certain solid ammunition weapons including stub guns and automatics, and adds 5 to the weapon's weight. A silenced shot can only be heard from 5 yards away. However, a silencer increases the to hit penalty for range by a half (e.g. -20% becomes -30%, -45% becomes -68% etc.). Weapons cannot be fired on full auto whilst equipped with a silencer; silencers are not designed to handle that amount of stress! It takes one action to attach or remove a silencer from a weapon.
Telescopic gunsight A telescopic sight works by showing a close-up image of a gun's target point. It makes the target clearer and easier to pick out, and can also help magnify light in gloomy conditions, making it a popular accessory for assault and battle rifles. In game terms a telescopic sight works in the same way as a laser sight. In addition, when looking through the scope the character counts as being three times nearer than he really is to the area he is looking at for the purposes of awareness, spotting details etc. However, due to the difficulties of tracking a moving target at close ranges whilst looking through the scope, it cannot be used to shoot at targets nearer than 20 yards away unless they are stationary.
Vibro-axe Carried by Interrogator Jacob Tarkin, this blade counts as a normal axe with the 'gnawing' daemon weapon ability, and can be used to parry power weapons safely. |
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