Rapidfire Laser
d6 hit/6" range
Rapid Fire: May fire twice during activation (shots must be half velocity apart)
Only -1 every TW) reactions
Burst Fire: If a shot hits, you may roll again (using the same 'to hit' number) to see if other shots from the burst also hit the target. This works similar to Pentrating fire but is impacted by range instead of having a flat +5 success to the follow-up shot
Cutting Laser (B5 style)
d12 hit/12" range
Slicing Beam: This rule works similar to Burst fire and represents a longer dwell time on target by the laser
Fall Off: It follows the same rule as other lasers
Slow Firing: This may not be fired in reaction due to its slow charge-up time
Big Energy Ball (Plasma-ball weapon)
d6" hit/6" range
Fall Off: A hit does d3 damage/d6 if it doubles the to hit roll
Slow Firing: This may not be fired in reaction due to its slow charge-up time
Rapid-Fire Kinetics
d10 hit/10" range
Rapid Fire: May fire twice during activation (shots must be half velocity apart)
Only -1 every TW) reactions
The kinetic cannon fires a series of segmented rounds which have less mass and damage than a single round. They lose penetrating power for the ability to make rapid follow-up shots
All other rules as per Kinetic rounds.
Gatling/Point Defence Kinetics
Not sure. Similar rules as rapid lasers only have the Kinetics velocty penalties and bonuses
ARMOUR
Maybe armour reduces the chance of a hit-1 to eemy fire (light)
-2 to enemy fire (medium)
-3 to enemy fire (heavy)
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