RAA Small arms
Posted: Mon Dec 31, 2007 7:44 pm
This is it, the complete list of my army's small arms (the weapons the minifigs use) The pictures are labled incase you really care what they look like.
RAA Weapons
Ranged
VX-5 “Vixen” (standard rifle)
Cost: 5 CP
Range: 10”
2 Handed: X
UR: Semi: 3 Full: 4
Damage: 1d6
Notes: Can fire 1 shot (semi-auto) or 2 shots (fully-auto)
MA-3 “Mother Frakker” (Upgraded assault rifle)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto) Is equipped with an underslung grenade launcher.
B-24 (long-range grenade launcher)
Cost: 4
Range: 12”
2 Handed: X
UR: 5
Damage: 1d10
Notes: Good for blowing stuff up at long range
MA-3.5 “Xeno” (Variation of MA-3 for aliens)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto). Is equipped with an underslung bayonet. Can only be used by aliens.
Bayonet (self explanatory)
Cost: 2
Range: CC
2 Handed: X
UR: 2
Damage: 1d6
Notes: Good for stabbing enemies at close range
BK-8 “Bad Boy” (triple shot battle rifle)
Cost: 8 CP
Range: 12”
2 Handed: X
UR: 5
Damage: 1d6+2
Notes: Fires three shots, so roll 1d6 for every shot.
ME-23 “Back-Breaker” (Heavy Machinegun)
Cost: 15
Range: 14”
2 Handed:
UR: 6
Damage: 2
Notes: Fires 16 shots, so roll 16 1d6 for the UR. Damage is pre-set. Recoil is so powerful the gunner is pushed back 2” every time it is fired. Unit can use one turn to brace to reduce this to 1”
TX-35 “Texas BBQ” (Flame thrower)
Cost: 9 CP
Range: 8”
2 Handed: X
UR: 4
Damage: 2d6 Fire
Notes: Can be used for full-automatic fire in a 45 degree arc. Fire remains where it landed for 1d6 turns afterwards.
IM-55 “Armor Cracker” (anti-vehicle laser cannon/rifle)
Cost: 9
Range: 14”
2 Handed: X
UR: Anti-vehicle: 5 Rifle: 3
Damage: Anti-vehicle: 1d10+2 Explosive
Notes: Can only be used against vehicles
XM-34 “Crystal Nose” (carbine)
Cost: 5
Range: 8”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+1
Notes: Can fire 3 shots full-auto
XK-667 “Long Reach” (sniper rifle)
Cost: 8
Range: 25”
2 Handed: X
UR: 1d2 (coin)
Damage: instant kill if hit
I-65 “Kick Back” (Pistol)
Cost: 3
Range: 6”
2 Handed: O
UR: Semi: 3
Damage: 1d6
Notes: can be duel weld at a UR of 4 each.
I-70 “Hole Puncher” (upgraded pistol)
Cost: 5
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+2
Notes: Can fire two shots in quick succession.
MI-7 “Bolta” (wrist mounted gun)
Cost: 8
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+1
Notes: Wrist mounted, allowing another 2 Handed weapon or two 1 handed weapons to be held and used at the same time with no penalty. Can fire 2 shots full-auto.
Close Combat
HK-9 “Chainsword” (a sword with a chainsaw for a blade)
Cost: 5
Range: CC
2 Handed: O
UR: 4
Damage: 1d10
Notes: Only useable by Colonel Jackson “DarkWolf“ Cameron. If another unit picks it up, when making an attack he must also roll another 1d6. On a 1, the unit cuts himself in half at the waist. On a 6, the unit cuts his own head off. Everything else the unit stays in one piece.
“Nemesis” (heavy spear)
Cost: 4
Range: CC
2 Handed: X
UR: 5
Damage: 2d6 +2 to final total on rolls
“Scorpion” Bracer (A wrist mounted bracer that looks like a scorpion)
Cost: 4
Range: CC
2 Handed: O
UR: 2
Damage: 1d6+1
Notes: Can be used to wrench blades out of an opponents hands. Based on a real weapon (seriously, my parents own a business selling blades, and these things go for like $45)
RAA Weapons
Ranged
VX-5 “Vixen” (standard rifle)
Cost: 5 CP
Range: 10”
2 Handed: X
UR: Semi: 3 Full: 4
Damage: 1d6
Notes: Can fire 1 shot (semi-auto) or 2 shots (fully-auto)
MA-3 “Mother Frakker” (Upgraded assault rifle)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto) Is equipped with an underslung grenade launcher.
B-24 (long-range grenade launcher)
Cost: 4
Range: 12”
2 Handed: X
UR: 5
Damage: 1d10
Notes: Good for blowing stuff up at long range
MA-3.5 “Xeno” (Variation of MA-3 for aliens)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto). Is equipped with an underslung bayonet. Can only be used by aliens.
Bayonet (self explanatory)
Cost: 2
Range: CC
2 Handed: X
UR: 2
Damage: 1d6
Notes: Good for stabbing enemies at close range
BK-8 “Bad Boy” (triple shot battle rifle)
Cost: 8 CP
Range: 12”
2 Handed: X
UR: 5
Damage: 1d6+2
Notes: Fires three shots, so roll 1d6 for every shot.
ME-23 “Back-Breaker” (Heavy Machinegun)
Cost: 15
Range: 14”
2 Handed:
UR: 6
Damage: 2
Notes: Fires 16 shots, so roll 16 1d6 for the UR. Damage is pre-set. Recoil is so powerful the gunner is pushed back 2” every time it is fired. Unit can use one turn to brace to reduce this to 1”
TX-35 “Texas BBQ” (Flame thrower)
Cost: 9 CP
Range: 8”
2 Handed: X
UR: 4
Damage: 2d6 Fire
Notes: Can be used for full-automatic fire in a 45 degree arc. Fire remains where it landed for 1d6 turns afterwards.
IM-55 “Armor Cracker” (anti-vehicle laser cannon/rifle)
Cost: 9
Range: 14”
2 Handed: X
UR: Anti-vehicle: 5 Rifle: 3
Damage: Anti-vehicle: 1d10+2 Explosive
Notes: Can only be used against vehicles
XM-34 “Crystal Nose” (carbine)
Cost: 5
Range: 8”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+1
Notes: Can fire 3 shots full-auto
XK-667 “Long Reach” (sniper rifle)
Cost: 8
Range: 25”
2 Handed: X
UR: 1d2 (coin)
Damage: instant kill if hit
I-65 “Kick Back” (Pistol)
Cost: 3
Range: 6”
2 Handed: O
UR: Semi: 3
Damage: 1d6
Notes: can be duel weld at a UR of 4 each.
I-70 “Hole Puncher” (upgraded pistol)
Cost: 5
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+2
Notes: Can fire two shots in quick succession.
MI-7 “Bolta” (wrist mounted gun)
Cost: 8
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+1
Notes: Wrist mounted, allowing another 2 Handed weapon or two 1 handed weapons to be held and used at the same time with no penalty. Can fire 2 shots full-auto.
Close Combat
HK-9 “Chainsword” (a sword with a chainsaw for a blade)
Cost: 5
Range: CC
2 Handed: O
UR: 4
Damage: 1d10
Notes: Only useable by Colonel Jackson “DarkWolf“ Cameron. If another unit picks it up, when making an attack he must also roll another 1d6. On a 1, the unit cuts himself in half at the waist. On a 6, the unit cuts his own head off. Everything else the unit stays in one piece.
“Nemesis” (heavy spear)
Cost: 4
Range: CC
2 Handed: X
UR: 5
Damage: 2d6 +2 to final total on rolls
“Scorpion” Bracer (A wrist mounted bracer that looks like a scorpion)
Cost: 4
Range: CC
2 Handed: O
UR: 2
Damage: 1d6+1
Notes: Can be used to wrench blades out of an opponents hands. Based on a real weapon (seriously, my parents own a business selling blades, and these things go for like $45)