Inquis Maledictus
Alternative Lascannon
In gaming terms I would use the lascannon that already exists and make it a mining laser (can be fitted to Pit Slaves) and reduce it's range to Range C. The replacement Lascannon is as follows
Las Weapon: LasCannon | |
Type | Heavy |
Range | K* see below |
Mode | Single |
Acc | -15 |
Dam | 8D10 |
Shots | 20 |
Rld | 10 |
Wt | 90 |
Range K | |
1-5 | -100 |
6-10 | -90 |
11-15 | -80 |
16-20 | -70 |
21-25 | -55 |
26-30 | -40 |
31-35 | -30 |
36-40 | -20 |
41-45 | -20 |
46-50 | -15 |
51-55 | -10 |
56-60 | -10 |
61-65 | -5 |
66-70 | 0 |
71+ | 0 |
Justification
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Lascannons are armour piercing, tank busting pieces of equipment never designed to
be used at close range, let alone be anit-personnel weapons. The scope attached to the
weapon is at such a high magnification that tracking a target at closer than 60 yards is
nigh on impossible. The slightest movement and you have effectively zoomed straight past
your intended target.
Land mines
(one shot piece of equipment)
You can choose from anti-personnel(frag), Tanglefoot or anti-armour(melta) landmines. Your character is only equipped with enough to cover a small area, say a doorway, a corridor between buildings or some such area (GM's discretion). This should be done in secret with the GM so that your opponent is unaware of the exact location until it's far too late. Landmines may only be places on ground level and will automatically go off as soon as someone enters the area.
Landmine | AP | Tanglefoot | AA |
Range | 0 | 0 | 0 |
Area | 4Yrd | 4Yrd | 2Yrd |
Blast | 4 | * | - |
Dam | 2D6 | * | D3+20 |
Shots | 1 | 1 | 1 |
Rld | - | - | - |
Wt | 5 | 12 | 15 |
* = see tanglefoot grenade P82 in main rulebook.
Hand Grapnel
This is a small belt attachment containing a large reel of microfiber with an electromagnet attached to the end. It has many uses including securing yourself to a building to aid in the case of falling from a building or for swinging greater distances than can be jumped.
To aid in falling
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A character may spend 1 action placing the magnet at their feet and activating it. If they
are knocked over and currently fall off the edge of a building the line will slowly reel
out until they stop descending, cutting the damage from the drop. In game terms this means
they will still fall, but divide the distance by 3 when working out damage.
Absailing
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The character may attempt to absail down a building with the grapnel. He must spend 1 turn
locking it to the decking as normal but may then proceed to absail down the building at
crawling rate raking no damage for falling... because he isn't ;)
The "Indy" Move
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This involves attempting to throw the grapnel at a higher object and swing across any
intervening gaps. This may be combined with a sprinting action to jump across a gap. Treat
the grapnel as a grenade for throwing it, it will automatically lock on if it hits.
To jump across and gain any benefit of it's extra reach you must spend the action before the jump sprinting, you will gain an extra D6 yards. If you fail there is an 80% chance of the grapnel realising that you are falling and aid you as above.
Firing the grapnel
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The grapnel head itself is about the size and shape of a grenade. 1 action may be spent
placing it into a grenade launcher and fired as a normal grenade taking advantage of the
extra range offered.
Hotshot Laser Powerpack
The hotshot powerpacks are Imperial commando issue equipment for increasing the effectiveness of the cheap, bulk order Las weaponry given to the Imperial Guard. This pack clips along the side of the barrel and adds an extra focusing lens across the front for an increased intensity of the laser.
The hotshot pack adds D6 to the damage score of Laspistols, any mark Lasgun and the Long rifle.