scouts: silencers
tactical squad bolters:underslung shotgun, single-shot HB round, Chemical gas round, caseless rounds, flashlight, Anti-grav plates
some of ideas i've got in the works as combat attachments just to make tactical more fluffy and interesting. havent come up pts yet and they are untested, so any ideas are welcome on pts or improvements on the rules
silencers/flash nuller: during night-fight missions, the scout squad may fire bolters/bolt pistols as assault 1 (as rapid-firing a silenced weapon damages the silencer) pinning (as the squad doesnt know where the rounds are coming from, the smart thing is to take cover)
underslung shotgun:attachs a shotgun to the underside of the bolter, may be fired more then once. May fire bolter or shotgun in one turn not both.
single-shot HB round: fires a single-use heavy bolter round. counts as heavy 1 when firing the round may not use bolter in same turn.
Chemical gas round: single use round, fired as normal, Str2 Ap- pinning
designed for slowing the enemy not killing them out-right.
caseless rounds:as caseless rounds are smaller than standead, the bolter's clip holds many more rounds in it, the bolter can fire 1 extra shot when been used in rapid-fire range i.e. 12'' for a total of 3 shots per bolter.no increase at ranges higher than 12''
flashlights: (For the lovers of doom3) may reroll 1 dice in night fight distance/to see check
Anti-grav plates:bolter becomes assault weapon but because of its weightlessness and fear on of losing his bolter in the heat of battle, the marine only gets 1 attack in close combat reguardless of other rules(e.g. charging)
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