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Sheet1 Weapon

Damage Range Damage Critical Type Increment Rate of Fire Handguns/One Handed Ranged Weapons (require the Personal Firearms Prof M6D Magnum Sidearm 2d6 20 Ballistic 30 ft. S M7 Caseless Submachine Gun 2d6 20 Ballistic 40 ft. A 1d8 +2d6 Ballistic, Plasma Pistol 20 30 ft. S shld dmg Energy 2d6 + 2d6 Ballistic, Plasma Rifle shld dmg 20 Energy 40 ft. S, A 3d6 + 2d6 Ballistic, Brute Plasma Rifle shield dmg 20/x3 Energy 40 ft. S, A Needler 1d4 & 20 Ballistic 15 ft. S,A 2d6 and +3 melee Spiker damage 20 Ballistic 40 ft. A Mauler 2d10 20 Ballistic 10 ft. S Longarms (require the Personal Firearms Proficiency feat) BR55 Battle Rifle 2d8 19-20 Ballistic 70 ft. A1 M90 CAWS Shotgun 2d8 (cone) 20 Ballistic 10 ft. S M90A CAWS Shotgun 2d10 (cone) 20 Ballistic 15 ft. S 2d12 19-20 Ballistic 120 ft. S S2 AM Sniper Rifle MA5B ICWS Assault Rifle 2d8 20 Ballistic 40 ft. A MA5C ICWS Assault Rifle 2d10 19-20/x3 Ballistic 40 ft. A 2d6 + 2d6 Ballistic, Covenant Carbine shld dmg 20 Energy 70 ft. S Ballistic, Beam Rifle 2d12 20 Energy 90 ft. S Brute Shot 3d6 splash 5' 20 Ballistic 20 ft. S Heavy Weapons (each requires a specific Exotic Firearms Proficiency AIE-486H Heavy Machine Gun 1d20 20 Ballistic 110 ft. A M41 SSR MAV/AW Rocket Launcher4d6 splash 5' 100 ft. 1 Ballistic, Fuel Rod Cannon 2d6 splash 5' 20 Energy 60ft S 1d20 + 2d6 Ballistic, Plasma Cannon shield dmg 19-20 Energy 60ft A 1d12 ignores M7057 Flamethrower shields Fire 10ft S, A The values given are for humans. These may be different for members of the Covenant.

& The needeler does bonus damage, if a target is hit with 6 or more needle shots the needles explode causing 6d6 damage, a needle stays in an enemy for

Range Damage Type Increment Size Exotic Weapons Slashing, Energy Sword1 3d10 19-20/x3 Energy Medium 2d10 splash Bludgeoning, Gravity Hammer2 forward 5' 20/x4 Energy Large This is an exotic weapon only if used when two-weapon fighting with it. Otherwise, it is a martial weapon. The Gravity Hammer may only be used by a medium-sized creature or larger with a strength score of 16 without being treated as an oversiz Damage Critical

Table: Melee Weapons Weapon

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Sheet1 Weapon M9 HE-DP Grenade Plasma Grenade Spike Grenade Incendiary Grenade Damage 5d6 3d6 3d6 3d6 Critical Damage Type Burst Radius Slashing 20 ft. Energy 15ft Piercing 15 ft. Fire 25ft Reflex DC 15 15 15 20

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Sheet1 Magazine Size the Personal Firearms Proficiency feat) 12 box Small 60 box Med 100% Charge 100% charge 100% charge 30 box Tiny Med Med Med Small Small Large Large Large Large Large Large Large Weight 6 lb. 3 lb. 8 lb. 13 lb. 13 lb. 4 lb. 6 1/2 lb. 6 1/2 lb. 10 lb. 5 1/2 lb. 5 1/2 lb. 35 lb. 11 lb. 11 lb. 15 lb. 39 1/2 lb. 25 lb. 75 lb. 50 lb. 40 lbs. 75 lbs. 50 lb. Purchase DC1 20 18 25 25 25 25 25 25 18 18 18 22 18 18 25 25 25 22 25 30 35 20 Restriction1 Lic (+1) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3) Mil (+3)

40 box 5 box rearms Proficiency feat) 36 box 12 int 6 int 4 box 60 box 32 box 18 box

100% Charge Large 4 linked Large Exotic Firearms Proficiency feat) 50 Linked Huge 2 Box Large 5 Box 100% Charge 10 int. Large Huge Huge

mage, a needle stays in an enemy for 10 rounds, the needler also has a +2 to hit

Weight 5lb.

Purchase DC 45

Restriction Mil +3 Mil +3

55lb. 45 . without being treated as an oversized weapon.

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Sheet1 Range Increment STR x 5 STR x 5 (STR+1)x5 STR x 5 Size Tiny Small Tiny Small Weight 1 lb. 2 lb. 5 lb. 2 lb. Purchase DC 15 25 25 25 Restriction Mil (+3) Mil +3 Mil (+3) Mil +3

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