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Bolters have variety of ammo, you could consider allowing us to choose different ammo for our bolters, as an additional perk in perk tree - like for example:


1. Hellfire rounds +100% dmg versus tyranid and 20% dmg overtime for 5 seconds, BUT - 50% dmg to chaos marines

2. Inferno rounds +120% dmg to all minoris, 20% dmg as fire dmg for 10 sec. but - 40% dmg to majoris, extremis and terminus

3. Metal storm explode before hitting the target -30% main damage, but have area of effect, radius 5m everyone get full damage, radius 8m everyone gets 50% dmg, radius 10m everyone gets 25% dmg

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4. Kraken rounds +110% basic dmg, +60% dmg versus majoris and extremis, +100% dmg vs. terminus but 25% chance for giving only 10% dmg to minoris enemies (armour piercing round can pierce through very soft target without fragmenting or detonating)

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Internal Details

  1. The main charge is increased to enable a larger explosion.
  2. The standard dense metallic core is replaced by a core of pure adamantium to optimise the penetration of reinforced armour.



5. Banestrike rounds (sniper bolt rifle only) +200% dmg versus space marine ceramite armour with penalty vs. minoris targets same as kraken

6. Dragonfire rounds -60% main damage, but have area of effect, radius 6m everyone get full damage, radius 12m everyone gets 40% dmg, radius 16m everyone gets 10% dmg, all targets hit recive overtime fire damage as 10% of main damage for 6 sec.


7. Scorpius rounds  (sniper bolt rifle only) - can't miss the target, always count as headshot, +1000% dmg vs. terminus, plus 500% dmg vs. extremis, instantly kill any majoris, but only first round in the mag can be scorpius, it reset after reload but before you got another scorpius round there's 180 sec. cooldown


8. Seeker bolts - can't miss the target but - 15% dmg


9. Tempest rounds - normal dmg, electric crack animation, each hit paralyze target for 0,5 sec. and if target is rubric marine each hit paralyzes him for 1 sec


10. Vengance rounds - +180% vs ceramite type armour, +140% dmg against all majoris and extremis, no penalty for minoris but 5% chance that round will explode too early damaging you instead

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11. Stable flux-core bolt rounds (sniper bolt rifle only) +200% dmg versus space marine ceramite armour, +180% dmg versus all other targets, but only first round in the mag can be Stable flux-core bolt, it reset after reload but before you got another one round there's 60 sec. cooldown (during cooldown all ammo is normal bolt rounds)


12. Hyperfrag round  (sniper bolt rifle only) +250% dmg, and  have area of effect, radius 6m everyone get full damage, radius 8m everyone gets 60% dmg, radius 10m everyone gets 30% dmg, but 120 sec. cooldown and only first round in the mag.


13. Executioner round (sniper bolt rifle only) - can't miss the target, ignore all cover, always coun't as headshot, 135% dmg, only first round, cooldown 40 sec.


14. Mortis bolt round (sniper bolt rifle only) - 10% of basic damage at hit, but then 100% basic damage as poison damge for 5 seconds, first TWO rounds, cooldown 60 sec.


15. Helspear round  - +20% dmg vs. all psykers, ignore zoantrophe shield, ignore neurothrope barier, ignore chaos sorcerer shield, +40% dmg vs. tzaangor


15. Inertial fusion bolts (sniper bolt rifle only) +800% terminus damage, only first round in a mag, 130 sec cooldown


16. Witchseeker bolt (sniper bolt rifle only) - instantly kill any psyker - zoanthrope, neurothrope, sorcerer, but don't ignore their barrier, so barrier must be down for kill, and only first round in a mag, cooldown 140 sec


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There is much more types, but I'm tired, it's late, and I'll be glad if we'd got let's say 4 types for bolt weapons and 4 types fro bolt sniper rifle at the beggining. I belive this would make game both more interesting, giving us variety of tactical option to choose before mission, it could make bolters feel more powerful and interesting and it would give great lore accuracy to all warhammer fans.