The Lost and the Damned have special weapons for Sisters of Battle, so let's do that. Special weapons are better than bolters, but not as good as heavy weapons. They are probably mastercrafted or relic weapons.
A Special Weapon:
- Rolls 1 red and 1 white attack die.
- Usually has a special line or area of effect.
- Does not reduce movement speed.
- Costs 1 equipment card.
- The Alien Player may play the 'Out of Ammo' and 'Weapons Jammed' Alien Event cards on a Special Weapon as if it were a Heavy Weapon.
- Has a "Danger" setting that can destroy the gun.
- The Alien gets 5 points for killing a Marine with a Special weapon, not 10.
Danger Setting:
Instead of rolling 1 red and 1 white, the user can roll 3 red. The attack is resolved, then we check for the gun blowing up. If the die total was 0 the weapon explodes and takes 2 Life points from the firer. If the die total was 1, the weapon is permanently broken and the shooter is limited to Hand-to-Hand combat for the rest of the game. (The Marine bypasses the safety systems on his weapon)
The Grenade Launcher
So let's have a Missile launcher that rolls 1 red and 1 white attack die (instead of 2 red), has no movement penalty, and costs 1 equipment card. It can be a "Grenade Launcher". The yellow square is attacked by both dice, the red squares are attacked by the higher of the 2 dice.
Grenade Launcher |
The Plasma Pistol + Power Axe
A Plasma Rifle that rolls 1 red and 1 white attack die (instead of 2 red), has no movement penalty, and costs 1 equipment card. Hand to hand is still 2 red with the Power Axe. Commanders only.
The Melta Gun
A Plasma Rifle that rolls 1 red and 1 white attack die (instead of 2 red), has no movement penalty, and costs 1 equipment card. It cannot be combined with another weapon. Non-commanders only.
The Storm Bolter
A Bolter (2 bolters stuck together) that rolls 1 red and 1 white attack die (instead of 2 red), has no movement penalty, and costs 1 equipment card (The Melta Gun is better). Anyone can use it, Commanders may combine with a power axe, same as Plasma Pistol + Power Axe above.
The Flamer
Rolls 1 red and 1 white attack die for a square of 4 squares, has no movement penalty, and costs 1 equipment card. The firer must be adjacent (diagonally OK) to one of the 4 squares. If the die roll is not 0, place flame markers (coins would do) on all 4 affected squares (there may be less than 4 against a wall), remove at the start of the firer's turn. Flame markers block LOS. If a miniature moves onto a flame marker, they are attacked separately by 1 red and 1 white attack die (even if Danger Setting was used). Good for blocking corridors, when you don't roll a zero.
Flamer |
The Meatseeking Missile Launcher
You pick an empty Aim Square in LOS, fire at it, and chose an Impact Square exactly 3 squares away (diagonally OK), that one square is attacked by a red die and a white die combined. The firer must have LOS to the first square, and the Aim Square must have LOS to the Impact square. The single target square must have a living target in it (A Dreadnought is a living target, an Android is not). It attacks with 1 red and 1 white die, there is no movement penalty, it costs 1 equipment card. Targeted Blips are revealed by the meatseeker.