-2 GM (weak armor) Walk 4/Run 8/Sprint 12 UPV: 7
Weapon ROF PB+ PB S M L X UPV Cost Machine Pistol 2 - - - - 10 15 10 PS/10 LOS (flechette Pistol) SMG 2 - - - 3 15 25 20 PS/25 LOS (PpSH) Assault Shotgun 3 - - - - 10 20 20 PS/27 LOS (Scattergun) Assault Rifle 1 - - - - 25 35 20 PS/20 LOS (Deadbolt Launcher) Flamethrower+ 2 - - 5 10 15 20 20 PS/26 LOS (SS-2000) Machine Gun* 2 - - - - - 25 20 PS/25 LOS (AK Rifle)+Affects impact and surrounding 8 squares. Scores a kill on 6+. Continuous burn-see rules.
Marine: 27 PS/32 LOS UPV -1 GM Walk 4/Run 8 SMG Smartgunner: 27 PS/32 LOS UPV -1 GM Walk 3/Run 6 Machine Gun Flamethrower: 27 PS/33 LOS UPV -1 GM Walk 4/Run 8 FlamethrowerE-Loaders
Any energy or heat weapon may be operated by two figures simultaneously as per normal e-loader rules. The e-loader may not fire a secondary weapon, however, as he is too busy monitoring the power generator for dangerous heat levels.Crew Served Weapons
2 Infantry figures may both operate a crew-served weapon, which is any ordinance weapon with a CC of -3 or more.Both Infantry figures must always be in base-to-base contact, or else the Crew-Served Weapon is dropped.
It costs a stationary fire action from both Infantry figures to set up a crew-served weapon. As long as the two Infantry figures remain in base-to-base contact and stationary, the crew-served weapon may be fired normally.
The infantry figures may break down the crew-served weapon at no cost, by simply moving.
The cost of Infantry figures carrying a crew-served weapon is the cost of two Infantry frames plus the cost of the weapon.
Generic Crew Served Weapons
Weapon ROF PB+ PB S M L X UPV Cost ATGM* 1 - - - - 75 - 20 PS/5 LOS (AT-4) MMG 3 - - - 25 40 55 31 PS/31 LOS (RPK) *Overkill - 2 dice at 5+Examples
Plasma Team: 39 PS/80 LOS UPV -1 GM Walk 4/Run 8 Plasma Projector+E-loader ATGM Team: 34 PS/19 LOS UPV -1 GM Walk 4/Run 8 ATGM Machine Gun Team: 45 PS/45 LOS UPV -1 GM Walk 4/Run 8 Medium Machine Gun
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