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NAME Marksman
PREREQUISITE/SOURCE Training Doctrine (Sniper)
EXP COST 0
EFFECTS
The character’s steady hand and eagle eye allows him to keep crosshairs
steady on any target, regardless of range. Distance is no protection against
the character’s marksmanship and he suffers no penalties for Ballistic Skill
Tests at long or extreme range.
This Talent may be taken more than once, each time with a different
specialization.
TALENTS & SPECIAL ABILITIES
NAME Rapid Reload
PREREQUISITE/SOURCE Stormtrooper
EXP COST 0
EFFECTS
The firing ranges and weapon drill chambers are the character’s constant
abode, and hours of reloading countless magazines or power cells means that
he can replace them without looking and without thinking. The character
halves all reload times, rounding down. Thus, a Half Action reload becomes a
Free Action, a Full Action reload becomes a Half Action, and so on.
NAME Takedown
PREREQUISITE/SOURCE Stormtrooper
EXP COST 0
EFFECTS
As a Half Action, or when making a Charge Action, the character may declare
that he is attempting a takedown against an opponent in melee combat. He then
rolls to hit (using his Weapon Skill) as normal, using any modifiers for
weapons and Talents (or the +20 bonus from Charging).
If the character hits and would have done at least 1 point of Damage (after
reduction for Armour and Toughness), no Wounds are caused, but the
character’s opponent must make a Challenging (+0) Toughness Test or be
stunned for 1 Round and knocked prone. In addition, when performing a Stun
Action, the character does not suffer a –20 penalty to his Weapon Skill.
GEAR TOTAL WEIGHT 36.3
NAME QNTY WEIGHT SUB
LONG LAS (GOOD CRAFTSMANSHIP) 1 4.5 4.5
LAS GUN VARIBLE SETTING
The M36 Lasgun has a variable setting option, allowing it to fire
higher-powered bursts. It may be changed to overcharge mode, dealing
+1 Damage, but using two shots worth of ammunition per shot fired.
Further, the lasgun may be changed to overload mode, dealing +2 Damage
and gaining +2 Penetration. In this case, the lasgun uses four shots
of ammunition per shot fired, loses Reliable, and gains Unreliable.
ACCURATE
These weapons are designed with precision in mind and respond superbly
in skilled hands. They grant an additional bonus of +10 to the firer’s
Ballistic Skill when used with an Aim Action, in addition to the
normal bonus granted from Aiming. When firing a single shot from a
single Basic weapon with the Accurate Quality and benefiting from the
Aim Action, the attack inflicts an extra 1d10 of Damage for every two
Degrees of Success, to a maximum of an extra 2d10. These extra d10s
cannot generate Righteous Fury.
RELIABLE
Reliable weapons only jam on an unmodified hit roll of 00. Reliable
weapons with the Spray Quality, or which do not make hit rolls, never
jam.
FELLING (4)
To kill powerful foes often requires fearsome weapons or special
rounds with the ability to punch through even the toughest hides. When
calculating Damage from Felling weapons, reduce the target’s Unnatural
Toughness Bonus by the number in parentheses (X). Felling only reduces
Unnatural Toughness, not the target’s base Toughness Bonus. The
reduction occurs for calculating Damage only and does not persist.