Combi (Bolter / Bolter)

Unlike most Combi-weapons, the bolter / bolter arrangement is configured to fire both mechanisms at once for a high but unreliable rate of fire.

Special Ammunition for this weapon costs twice as much as normal, because you need twice as much of it.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stormbolter
12''
24''
+1
4
-1
1
5+

Twin-linked: When a weapon with this trait scores at least one successful hit, add one additional hit to the total; if used in conjunction with an attack that uses a 3'' Blast marker the additional hit scatters D3+1'' from the center of the first hit, and if used in conjunction with an attack that uses a 5'' Blast marker the second hit scatters D6+1'' from the center of the first hit. Additionally when a weapon with this trait makes an ammo check two dice are rolled and the lower die is kept.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.