Showing posts with label Rites of Mars. Show all posts
Showing posts with label Rites of Mars. Show all posts

Friday, April 22, 2011

Rites of Mars: Chapter Armoury

Within these vaults lie the sacred remaining stockpiles of weapons of our Chapter. Treat them well, and they will bring holy death to our enemys, and lead us - eventually - back to Sub-Sector Alera, and our home. -Master of the Forge, Magus Daemondred

Bolt Weapons

Astartes Bolt Pistol:
Class:Pistol  Range:30m  RoF:S/3/-  Dmg:2d10+5 X  Pen:5 Clip:14  Rld:Full  Special:Tearing

Astartes Bolter(Godwyn pattern):
Class:Basic  Range:100m  RoF:S/2/4  Dmg:2d10+5 X  Pen:5 Clip:28  Rld:Full  Special:Tearing

Astartes Storm Bolter:
Class:Basic  Range:100m  RoF:S/2/4  Dmg:2d10+5 X  Pen:5 Clip:60  Rld:2Full  Special:Storm, Tearing

Astartes Heavy Bolter:
Class:Heavy  Range:150m  RoF:-/-/10  Dmg:2d10+5 X  Pen:6 Clip:60  Rld:Full  Special:Storm, Tearing


Flame Weapons

Astartes Heavy Flamer:
Class:Heavy  Range:30m  RoF:S/-/-  Dmg:2d10+6 E  Pen:10 Clip:60  Rld:2Full  Special:Flame


Chain Weapons

Chain Sword:
Class:Melee  Dmg:1d10+3 R Pen:4  Special:Balanced, Tearing


Power Weapons

Power Sword:
Class:Melee  Dmg:1d10+6 E Pen:6  Special:Balanced, Power Field

Power Fist:
Class:Melee  Dmg:2d10 E Pen:9  Special:Power Field, Unwieldy
Note: Power Fists add a multiplier to the wielders strength bonus (because Space Marines already have a x2 multiplier.  So a Space Marine equiped with a power fist has a Strength Bonus of x3


Other Weapons

Servo-Arm:
Class:Melee  Dmg:2d10+14 I Pen:10
Note: This may make an attack as the Tech Marine's Reaction or as Standard attack, as long as the arm only gets one attack per round.  Tech Marine may use Arm to anchor himself to a suitable surface as a free action, and may use the Arm's 75 Strength (Bonus modified by Unnatural Strength x2) for relevant tests.

Servo-Fist:
Class:Melee  Dmg:1d10+10 I Pen:6

Plasma Cutter:
Class:Pistol  Range:10m  RoF:S/2/-  Dmg:1d10+8 E  Pen:8 Clip:12  Rld:3Full  Special:Volitile
Note:  The Plasma cutter's primary purpose is to cut through Armour plating.  To that end it can cut up to a Meter of 20 centimeter thick Adamantium plating every minute.  (Thinner materials can be cut faster)


Special Rules
Balanaced - +10 bonus to Weapon Skill Tests made to Parry

Flame - Flame weapons project a cone of flame out to the Range of the weapon.  Unlike other weapons, flamers have just one range.  When fired, they cast fiery death out to this distance.  The wielder does not need to test Ballistic Skill, he simply fires.  The flames path is a cone shaped area extending in a 30 degree arc from the firer out to the weapons range.  Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally.  If they take damage they must succeed on a second Agility Test or catch on fire.  Cover does not protect characters from attacks made by flame weapons.  Normally, when a weapon is fired without the appropriate bracing, the wielder suffers a -20 or -30 penalty respectively to his Ballistic Skill Test.  When a weilder who does not possess the appropriate weapon training talent fires a weapon with the Flame Quality, anyone in the area of effect ganes a +20 bonus to his Agility Test to avoid damage.  This bonus rises to +30 if the weapon is heavy and the wielder is not braced.

Power Field - A field of power wreathes weapons with this Quality, increasing thier Damage and Penetration.  Such modifiers are already included in the weapon's profile.  When the wielder successfully uses this weapoin to Parry an attack made with a weapoin that lacks this Quality, he has a 75% chance of destroying his attacker's weapon.  Weapons with the Warp Weapon Trait and Natural Weapons are immune to this effect.

Storm - This Quality doubles the number of hits inflicted on the target and the mount of ammuntion expended.  For example, when firing a weapon with the Storm Quality in fully automatic mode, each degree of success yields two additional hits (to a maximum of twice the weapons full automatic rate of fire)

Tearing - These weapons roll one extra die for Damage and the lowest result gets discarded.

Unwieldy - Cannot be used to Parry

Volatile -  
Other Notes
This list is by no means complete.  As other weapons are drawn to be used by various Chapter characters and/or squads I will add them to this entry.

Sunday, April 17, 2011

Rites of Mars: Armour

Astartes Power Armour Mark VII "Aquilla" Pattern
Ceramite Plating: Provides AP 10 to the Body and AP 8 to all other locations

Enhanced Strength:Increase the Battle-Brother's Strength by +20. The effect on SB is calculated after the Unnatural Strength multiplier.

Auto-senses: The Space Marine ganes the Dark Sight Trait, and Hightened Senses (+10 to relevant Tests) for Sight and Sound, Imput filtering provides immunity to photon flash grenades and stun grenades. Note that these benefits only apply whilst the Space Marine is wearing his helmet, and the benefits from the Auto-seneses stack with the benefits of the Space Marines's Lyman's Ear and Occulobe implants (Meaning that the Space Marines have a +20 to Sight and Sound based Awareness Tests). Aditionally, the Auto-Senses make the Called Shot Action into a Half Action

Osmotic Gill Life Sustainer: With the helmet on, the Armour is enviromentally sealed and can maintain an adequate oxygen supply as long as the unit is powered.

Bio-monitor and Injectors: If the internal cogitator detects a problem with the wearer's bio-sighns, it can administerpain suppressors, combat stimms, and anti-toxins. This provides the following benefits:
* +10 to Tests resisting the Toxic Quality and similar poison effects
* The pain suppressor reservoir has a total of 6 doses, each of which can be used to ignore Critical Effects for 1d10 rounds. The doses may be used in succession or staggered.
* If the wearer is Stunned, the effect lasts a maximum of one Round before the bio-monitor detects and negates it.

Vox Link: Serves as a standard vox and a channel for any more sophisticated data transmissions the suit or its wearer can access. The bio-monitor feed also transmits through this link, permitting a squad to view each others' vitals.

Magnetized Boot Soles: Can be activated to provide the equivalent of Magboots.

Nutrient Recycling: Filters in the armour capture and purify body waste, re-constituting it into a nutrient solution that is intravenously returned to the body. This can sustain a Battle-Brother for long periods of time, but not indefinitely. For every two weeks that no other source of nutrition is ingested, make a Toughness Test or suffer one level of Fatigue until nutrition is consumed. The Difficulty of this test increases one step for every two weeks that passes without food or Preomnor-derived sustenanced.

Recoil Suppression: Provides the ability to fire Basic weapons one-handed. Ranged weapons not classed as Pistols still may not be used in Close Combat.

Giant Among Men: A Space Marine in power armour is Hulking. This increases his basic movement by 1; however, the grace afforded by his Black Carapace negates the modifier enemies would otherwise have to attack him. He Still suffers the usual penalties to Concealment and Silent Move for being heavily armoured

Poor Manual Dexterity: While protective, armoured cloves are not ideal for fine manipulation. Delecate tasks suffer a -10 penalty unless using equipment designed for Space Marines. Similarly, ranged weapons other then those of Astartes design are too small for an armoured Battle-Brother to wield at all.

Power Armour Ritual: Assuming power armour is a sacred ritual, honoring the machine spirit's history of Valiant deeds and praying for its boons in the battles to come. It takes 20 minutes to remove or don power armour un-aided, but never less then 5 minutes no matter the amount of assistance as the proper rites must be observed.


Astartes Artificer Power Armour

Improved AP: Artificer Power Armour provides all the benifits and penaltys of normal Power Armour, with the addition of 12 AP over all locations, and is also *always* Master Crafted

Additional Rules: Helmet includes an MIU in addition to everything listed above for regular Power Armour (MIU stands for Mind Impulse Unit - see Tech Marines section of Armoury in Core rules. Also, roll twice on the Power Armour History table to determine the special properties of the armour.

Astartes Tactical Dreadnought Armour (Terminator)

Improved AP: 14 AP all locations

Additional Benifits: Superior Actuator and stabilisation systems allow for Heavy and Mounted weapons to be fired one-handed. This also provies the Auto-Stabilised Trait and grants +30 to Strength instead of a +20. The Auto-senses are part of a sensorium, which provies the same capabilities as an auspex. (+20 to Awareness Tests, and may make a Tech-Use test to detect things that are not normally visible, such as bio-signatures, poison gas or other toxins, etc.) If Two or more Battle-Brothers are in Terminator Armour, the input link capabilities of a sensorium also increase the Squad's effective Rank by 1 for the purposes of determining weather or not it is in Support Range.

Crux Terminatus: This protection provides the same chance to emerge unscathed as a Force Field with a Protection Rating of 35. Since this is Purely due to the chance of the hit glancing off the armours strongest surfaces, there is no possibility of Overload. (Field Rules - Truncated: A Character may only benifit from one field at a time, regardless of how many different fields he may have equipped. When a character wearing an active field is attacked, roll 1d100. If the result is less thean or equal to the field's protection rating the attack is nullified and has no effect on the protected character. (Although the attack may have an effect on surroundings or other nearby characters, such as with weapons of a Blast Quality.))

Drawbacks: A Terminator cannot Run, and the wearer suffers a -20 to Agility and cannot Dodge (but may still Parry). Furthermore, in order for the Terminator's frame to properly support, aim, and interface with weapons they must be affixed by special couplings. Arming Tactical Dreadnought units is a laborious and sacred ritual that may only be performed by high-ranking Techmarines with the proper ceremonial accoutrements and facilities. This prohibits the weapon configuration from being changed under other circumstances.

Terminator-Compatible Weapons: Any Combi-weapon, Power Weapon or Force Weapon, Storm Bolter, Storm Shield, Heavy Flamer, Assault Cannon, Cyclone Missle Launcher.