Post by Admin Hatchie on Jan 19, 2011 3:07:43 GMT -5
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Space Marine Weaponry:
Scout Weaponry:
Carapace armor: Light and durable armor, it is usually worn by Imperial Guard Kasrkins and Storm troopers. It is no-where as sturdy as power armor, nor does it enhance the user's strength, but it much beats flak armor.
Bolter rifle: Heavy, bulky but accurate, the bolt-rifle fires .75 caliber rocket-propelled explosive rounds and hits with serious punch. Very few suits of armor can withstand this powerful shot, and even fewer enemies can survive a full-auto blast from this deadly weapon and it is not uncommon for limbs to be torn off from a single shot. It is highly accurate, powerful, and can has multiple add-ons, but has a very slow rate of fire.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword by sergeants.
Combat Knife: By normal human terms, this weapon is more like a short sword. The blade is heavy and sharp, allowing an Astartes to use it in a pinch.
Bolt-sniper: A modified bolter, this rifle is set to semi-auto, has a scope, and fires special silenced rounds designed for armor-piercing. It lacks the exploding round element in exchange for armor-piercing and silence.
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Tactical Marine Weaponry:
Power Armor: The standard armor of the space marine. Highly durable and enhances the user's strength.
Bolter rifle: Heavy, bulky but accurate, the bolt-rifle fires .75 caliber rocket-propelled explosive rounds and hits with serious punch. Very few suits of armor can withstand this powerful shot, and even fewer enemies can survive a full-auto blast from this deadly weapon and it is not uncommon for limbs to be torn off from a single shot. It is highly accurate, powerful, and can has multiple add-ons, but has a very slow rate of fire.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword by sergeants.
Combat Knife: By normal human terms, this weapon is more like a short sword. The blade is heavy and sharp, allowing an Astartes to use it in a pinch.
Plasma Rifle: Usually used by more experienced battle-brothers, this weapon has even more stopping power than the bolt-rifle, has a slower rate of fire, and is shorter-ranged. This weapon is deadly when it hits, large globs of plasma burning with the heat of a miniature star. The weapon does risk the chance of overloading, giving the user a small amount of time to get rid of their weapon before it detonates in a very deadly explosion.
Plasma Pistol: Smaller, less dangerous, less powerful version of the plasma rifle. Does not pack as much of a punch and is even shorter ranged, but has a smaller chance of overloading.
Flamethrower: Very short-ranged, this weapon is great against swarms of lightly armored foes, but has little effect against more heavily armored opponents such as chaos-marines.
Frag Grenade: A simple, anti-personel grenade. Can be thrown. Great against lightly armored targets. Little to no effect vs. armor.
Krak Grenade: The opposite of a frag grenade, krak grenades are good against armor, but have a shorter range than frag grenades due to the lack of shrapnel. Can be thrown.
Melta-bomb: Even heavier armor-piercing ability, this bomb can get through just about any wall or vehicle plating, but on the down-side needs to be manually planted like a charge. Cannot be thrown.
Chainsword: For Sergeants only. This sword's spinning blades bite into flesh and bone, and can cause massive damage. Moderate damage against armor and high damage to light armor. This weapon requires constant maintenance to ensure it does not clog and jam on dirt.
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Assault Marine Weaponry:
Assault armor: Slightly lighter and more-manueverable power armor, it comes equipped with a jump-pack.
Chainsword: This sword's spinning blades bite into flesh and bone, and can cause massive damage. Moderate damage against armor and high damage to light armor. This weapon requires constant maintenance to ensure it does not clog and jam on dirt.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword.
Plasma Pistol: Smaller, less dangerous, less powerful version of the plasma rifle. Does not pack as much of a punch and is even shorter ranged, but has a smaller chance of overloading.
Frag Grenade: A simple, anti-personel grenade. Can be thrown. Great against lightly armored targets. Little to no effect vs. armor.
Krak Grenade: The opposite of a frag grenade, krak grenades are good against armor, but have a shorter range than frag grenades due to the lack of shrapnel. Can be thrown.
Melta-bomb: Even heavier armor-piercing ability, this bomb can get through just about any wall or vehicle plating, but on the down-side needs to be manually planted like a charge. Cannot be thrown.
Power Sword: For Sergeants only. This weapon crackles with its own energy field, which disrupts matter. This sword weighs as much as any other, but has high armor-piercing capabilities. High-damage towards all types of armor.
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Devastator Weaponry:
Heavy Bolter: 1.00 Caliber shells vs. the standard .75, this variant of bolter is much heavier, has a higher rate of fire, and hits with an even stronger punch. It takes 5 seconds to set-up before being able to fire and can only be fired from the hip.
Auto-cannon: A fully automatic cannon, this weapon lacks the rate of fire of a heavy bolter, but has much higher armor-piercing capabilities, being extremely deadly against light vehicles. It takes 5 seconds to set-up before being able to fire and can only be fired from the hip.
Rocket-launcher: A single shot guided rocket-launcher. It has extreme effect against most types of vehicle, and has the option to be wire-guided or heat-seeking. Single-shot, can only be fired from the user's shoulder. No set-up time.
Las-cannon: Single-shot las weapon, this weapon has great effect vs. armor and most type of vehicles. It takes one-shot before its power-cells need to be replaced, and they take much longer to recharge than standard las-weapons. No set-up time, can only be fired from the hip.
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Space Marine Weaponry:
Scout Weaponry:
Carapace armor: Light and durable armor, it is usually worn by Imperial Guard Kasrkins and Storm troopers. It is no-where as sturdy as power armor, nor does it enhance the user's strength, but it much beats flak armor.
Bolter rifle: Heavy, bulky but accurate, the bolt-rifle fires .75 caliber rocket-propelled explosive rounds and hits with serious punch. Very few suits of armor can withstand this powerful shot, and even fewer enemies can survive a full-auto blast from this deadly weapon and it is not uncommon for limbs to be torn off from a single shot. It is highly accurate, powerful, and can has multiple add-ons, but has a very slow rate of fire.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword by sergeants.
Combat Knife: By normal human terms, this weapon is more like a short sword. The blade is heavy and sharp, allowing an Astartes to use it in a pinch.
Bolt-sniper: A modified bolter, this rifle is set to semi-auto, has a scope, and fires special silenced rounds designed for armor-piercing. It lacks the exploding round element in exchange for armor-piercing and silence.
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Tactical Marine Weaponry:
Power Armor: The standard armor of the space marine. Highly durable and enhances the user's strength.
Bolter rifle: Heavy, bulky but accurate, the bolt-rifle fires .75 caliber rocket-propelled explosive rounds and hits with serious punch. Very few suits of armor can withstand this powerful shot, and even fewer enemies can survive a full-auto blast from this deadly weapon and it is not uncommon for limbs to be torn off from a single shot. It is highly accurate, powerful, and can has multiple add-ons, but has a very slow rate of fire.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword by sergeants.
Combat Knife: By normal human terms, this weapon is more like a short sword. The blade is heavy and sharp, allowing an Astartes to use it in a pinch.
Plasma Rifle: Usually used by more experienced battle-brothers, this weapon has even more stopping power than the bolt-rifle, has a slower rate of fire, and is shorter-ranged. This weapon is deadly when it hits, large globs of plasma burning with the heat of a miniature star. The weapon does risk the chance of overloading, giving the user a small amount of time to get rid of their weapon before it detonates in a very deadly explosion.
Plasma Pistol: Smaller, less dangerous, less powerful version of the plasma rifle. Does not pack as much of a punch and is even shorter ranged, but has a smaller chance of overloading.
Flamethrower: Very short-ranged, this weapon is great against swarms of lightly armored foes, but has little effect against more heavily armored opponents such as chaos-marines.
Frag Grenade: A simple, anti-personel grenade. Can be thrown. Great against lightly armored targets. Little to no effect vs. armor.
Krak Grenade: The opposite of a frag grenade, krak grenades are good against armor, but have a shorter range than frag grenades due to the lack of shrapnel. Can be thrown.
Melta-bomb: Even heavier armor-piercing ability, this bomb can get through just about any wall or vehicle plating, but on the down-side needs to be manually planted like a charge. Cannot be thrown.
Chainsword: For Sergeants only. This sword's spinning blades bite into flesh and bone, and can cause massive damage. Moderate damage against armor and high damage to light armor. This weapon requires constant maintenance to ensure it does not clog and jam on dirt.
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Assault Marine Weaponry:
Assault armor: Slightly lighter and more-manueverable power armor, it comes equipped with a jump-pack.
Chainsword: This sword's spinning blades bite into flesh and bone, and can cause massive damage. Moderate damage against armor and high damage to light armor. This weapon requires constant maintenance to ensure it does not clog and jam on dirt.
Bolt-pistol: A pistol version of the bolt-rifle, it reduces weight in expense for accuracy, while still keeping the same amount of power as its rifle cousin. Usually used a last-resort weapon or in combination with a chainsword.
Plasma Pistol: Smaller, less dangerous, less powerful version of the plasma rifle. Does not pack as much of a punch and is even shorter ranged, but has a smaller chance of overloading.
Frag Grenade: A simple, anti-personel grenade. Can be thrown. Great against lightly armored targets. Little to no effect vs. armor.
Krak Grenade: The opposite of a frag grenade, krak grenades are good against armor, but have a shorter range than frag grenades due to the lack of shrapnel. Can be thrown.
Melta-bomb: Even heavier armor-piercing ability, this bomb can get through just about any wall or vehicle plating, but on the down-side needs to be manually planted like a charge. Cannot be thrown.
Power Sword: For Sergeants only. This weapon crackles with its own energy field, which disrupts matter. This sword weighs as much as any other, but has high armor-piercing capabilities. High-damage towards all types of armor.
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Devastator Weaponry:
Heavy Bolter: 1.00 Caliber shells vs. the standard .75, this variant of bolter is much heavier, has a higher rate of fire, and hits with an even stronger punch. It takes 5 seconds to set-up before being able to fire and can only be fired from the hip.
Auto-cannon: A fully automatic cannon, this weapon lacks the rate of fire of a heavy bolter, but has much higher armor-piercing capabilities, being extremely deadly against light vehicles. It takes 5 seconds to set-up before being able to fire and can only be fired from the hip.
Rocket-launcher: A single shot guided rocket-launcher. It has extreme effect against most types of vehicle, and has the option to be wire-guided or heat-seeking. Single-shot, can only be fired from the user's shoulder. No set-up time.
Las-cannon: Single-shot las weapon, this weapon has great effect vs. armor and most type of vehicles. It takes one-shot before its power-cells need to be replaced, and they take much longer to recharge than standard las-weapons. No set-up time, can only be fired from the hip.
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