Just saw the supplement last night, and downloaded them.
Thanks Mark!
Didn't see any stats in the supplement, or original rules for a "LasRifle", which is apparently the equivalent for the Colonial Marines Pulse Rifle, and was pondering that a bit today, so I submit the following:
ROF = 2 shots per turn
Hit numbers on 1D10 – roll equal or above to hit:
Short range = 3, at 6" or less
Effective range = 6, at 12" or less (6.1" – 12")
Long range = 9, at more than 12", out to 20" (12.1" – 20")
The above ranges are for 15mm scale. Double, if using 25mm/28mm, or larger figs.
Ammo – I seem to recall mention of that being unlimited, but think that is perhaps wrong, at least for smaller skirmishes, so on a die roll of 1 the weapon runs out of ammo. Depending upon your scenario, you can permit it to be reloaded once (or twice?), if desired.
Takes one full turn to reload, while no other action is taken.
For the G.L., 4 rounds in the magazine.
Sorry, no G.L. reloads carried, in most cases (may be modified, as desired by the GM – Ripley may carry spares)
No close range firing is permitted, due to possible back-blast injuring the firer. The grenades have microchip circuits to prevent detonation at less than 6" range.
Effective range = 6" – 12", 1" burst radius, 2 hits vs. target
Long range = 12.1" – 24", 1" burst radius, 2 hits vs. target
ROF = 1 per turn (may not fire the gun also, in the same turn – choose between the G.L. round, or conventional rounds)
To-Hit Rolls (to be on target with the G.L.):
Effective range = 5
Long range = 8
If a miss, roll 1D12 for direction, with 12 being furthest away from the firer. Also, roll 1D3 for the distance from the intended target, in inches, so on a die roll of 1 the intended target will still be hit if you were firing directly at it. The point of impact of the G.L. round(s) must be declared, before firing.
Halve any saving throws by targets, against G.L. rounds, rounding down.
Smart Guns – ROF = choice of 3 to 6 rounds/turn – declare number of rounds for each target, and total number of 1D10 dice you are firing (may fire less than 6 rounds/turn in order to save ammo, and make running out less likely)
Hit numbers on 1D10 – roll equal or above to hit:
Short range = 4, at up 6" range (hard to swing that long muzzle on the target at close range)
Effective range = 6, at 6.1" – 16"
Long range = 8, at 16.1" – 24"
The above ranges are for 15mm scale. Double, if using 25mm/28mm, or larger figs.
Runs low on ammo if two "ones" are rolled on the D10s when firing. Out of ammo if three "ones" are rolled in any turn.
May reload the weapon once, if desired by the GM of the scenario. Takes two full turns to reload, while performing no other action.
So, those are my unofficial stats and rules for the game.
Not sure if they are anywhere close to what Mark proposes for the rules, so feel free to use/modify them, as desired.
Remember, it's "just another glorious day in the corps", and "every meal is a banquet".
Lock and load!
Stay sharp, people!!!