The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Volkite Weapons Stats for FFG 40K RPGs

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by gmoverkill, 2023-09-15 18:05:11

Volkite Weapons Stats

Volkite Weapons Stats for FFG 40K RPGs

¤Volkite Serpenta <Requisition: 10>: *Type: Exotic Weapon [Volkite] Pistol. *Range: 25 meters. *Rate of Fire: S / – / –. *Damage: 2d10+2 E. *Penetration: 4. *Clip: 10. *Reload: 2 Full. *Weapon Qualities: Deflagrate. *Renown Rank: Initiated (0-19) HH / Respected (20-39) Modern. *Era Notes: Fully available in Horus Heresy Era (only Req.: 5 then). Very rare in modern era & also Exotic Weapon. ¤Volkite Charger <Requisition: 15>: *Type: Exotic Weapon [Volkite] Basic. *Range: 55 meters. *Rate of Fire: S / 2 / –. *Damage: 2d10+3 E. *Penetration: 4. *Clip: 20. *Reload: 3 Full. *Weapon Qualities: Deflagrate. *Renown Rank: Initiated (0-19) HH / Respected (20-39) Modern. *Era Notes: Fully available in Horus Heresy Era (only Req.: 10 then). Very rare in modern era & also Exotic Weapon. ¤Volkite Caliver <Requisition: 23>: *Type: Exotic Weapon [Volkite] Heavy. *Range: 165 meters. *Rate of Fire: S / 2 / 3. *Damage: 2d10+6 E. *Penetration: 4. *Clip: 30. *Reload: 4 Full. *Weapon Qualities: Deflagrate. *Renown Rank: Respected (20-39) HH / Distinguished (40-59) Modern. *Era Notes: Fully available in Horus Heresy Era (only Req.: 18 then). Very rare in modern era & also Exotic Weapon.


¤Volkite Culverin <Requisition: 30>: *Type: Exotic Weapon [Volkite] Heavy. *Range: 280 meters. *Rate of Fire: S / 2 / 4. *Damage: 2d10+9 E. *Penetration: 4. *Clip: 40. *Reload: 5 Full. *Weapon Qualities: Deflagrate. *Renown Rank: Distinguished (40-59) HH / Famed (60-79) Modern. *Era Notes: Fully available in Horus Heresy Era (only Req.: 25 then). Very rare in modern era & also Exotic Weapon. Can only be carried by Terminators (or mounted). DEFLAGRATE: ¤For every hit that inflicted at least one (1) Wound on an opponent, resolve an additional automatic hit, rolling for Damage as normal. These additional hits do not inflict further hits themselves.


Click to View FlipBook Version