Sword |
Melee weapon, +1 Firepower in Close Assault. |
LMG |
Light, TL1, no effects |
SupportMMG |
Rare material MMG, TL2, Medium, +1 Firepower to squad, +1 die roll to Vehicle damage when shooting alone, AT2 |
Knight armor |
Standard Power armor (TL2). Counts as armor 3, duplicates optimum range. |
Assault knight armor |
Standard Power armor (TL2). Counts as armor 3, duplicates optimum range. The assault part comes from Burst movement. |
Heavy knight armor |
Standard Power armor (TL2). Counts as armor 3, duplicates optimum range. The heavy part comes from Slow+Hard to Kill D6. |
Hard to kill D6 |
When taking casualties, roll a D6. With a 4+, they are unhurt. Weapons with unmodified firepower of 3D make a dieshift in the hard to kill test. If dropped below D6, they can't make the roll. |
Human spirit |
+1 die roll to morale check. Positive die shift when making checks to resist domination. Extra die against domination. |
Slow |
-2" to movement. |
High Energy Gun |
Light Energy Gun + Heavy hitter. Light, Energy, AP5, AT4, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic |
Large claw |
AntiVehicular Melee Weapon, 4D8 Firepower in Close Assault, counts as Medium against tanks. |
Heavy hitter |
One of the weapons has +1 Firepower. |