Books Mined for Data
- Only War Core Rulebook
- Hammer of the Emperor (In Progress)
Vehicle Weapons
Imperial
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
---|---|---|---|---|---|---|---|---|---|---|
Heavy Bolter | Heavy | 150m | –/–/6 | 1d10+8 X | 5 | 60 | Full | Tearing | 40kg | Very Rare |
Heavy Stubber | Heavy | 100m | –/–/8 | 1d10+4 I | 3 | 75 | 2 Full | Ogryn-Proof | 30kg | Rare |
Lascannon | Heavy/Vehicle | 300m | S/–/– | 5d10+10 E | 10 | 5 | 2 Full | Proven (3) | 55kg | Very Rare |
M41 Multi-laser | Heavy/Vehicle | 150m | –/–/5 | 2d10+10 E | 2 | 100 | 2 Full | Reliable | 35kg | Very Rare |
Battle Cannon | Vehicle | 750m | S/–/– | 3d10+10 X | 8 | 12 | 3 Full | Blast (10), Concussive (3), Reliable | 350 kg | Average |
Demolisher Cannon | Vehicle | 50m | S/–/– | 4d10+20 X | 10 | 2 | Full | Blast (10), Concussive (3) | 400kg | Rare |
Vanquisher Battle Cannon | Vehicle | 900m | S/–/– | 3d10+10 X | 16 | 6 | 2 Full | Accurate | 400 kg | Very Rare |
Earthshaker Cannon | Vehicle | 3,500m | S/–/– | 4d10+10 X | 8 | 1 | Full | Blast (10+1d10), Concussive (5), Indirect (5) | 800 kg | Very Rare |
Inferno Cannon | Vehicle | 50m | S/–/– | 2d10+15 E | 8 | 50 | — | Flame, Spray | 600 kg | Rare |
Multiple Rocket Pod | Vehicle | 300 | S/2/4 | 2d10+2 X | 2 | 2x16 | 16 Full | Blast (5), Twin-Linked | / | Rare |
Hellstrike Missile | Vehicle | 300 | S/-/- | 3d10+7 X | 7 | 2 | 4 Full each | Blast (5) | / | Rare |
Skystrike Missile | Vehicle | 1000 | S/-/- | 3d10+8 X | 8 | 2 | 6 Full each | Concussive (3), Proven (2), Air-to-Air | / | Rare |
Imperial Ranged Weapons
Las Weapons | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Laspistol | Pistol | 30m | S/2/– | 1d10+2 E | 0 | 30 | Half | Reliable | 1.5kg | Common |
Accatran-pattern MkII Heavy Laspistol | Pistol | 40m | S/2/– | 1d10+3 E | 0 | 60 | Full | Reliable | 2 kg | Average |
Las Carbine | Basic | 75m | S/2/– | 1d10+3 E | 0 | 60 | Half | Reliable | 2.5kg | Common |
M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | Common |
Laslock | Basic | 70m | S/–/ | 1d10+4 E | 0 | 1 | Half | Unreliable | 4kg | Plentiful |
Long Las | Basic | 150m | S/–/– | 1d10+3 E | 1 | 40 | Full | Accurate, Reliable, Felling (4) | 4.5kg | Scarce |
Triplex Pattern Lasgun | Basic | 100m | S/3 /– | 1d10+3 E | 0 | 30 | Full | — | 4.5kg | Rare |
Bullpup Lasgun | Basic | 90m | S/2/– | 1d10+3 E | 0 | 60 | Full | Reliable | 3.5kg | Average |
Hot-shot Laspistol | Pistol | 20m | S/2/– | 1d10+4 E | 7 | 40 | 2 Full | — | 4kg | Rare |
Hot-shot Lasgun | Basic | 60m | S/3/– | 1d10+4 E | 7 | 30 | 2 Full | — | 6kg | Rare |
Accatran-pattern MkIV Lasgun | Basic | 80m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4 kg | Average |
Lucius-pattern Lasgun | Basic | 100m | S/–/– | 1d10+5 E | 0 | 35 | Full | 5 kg | Average | |
Man Portable Lascannon | Heavy | 300m | S/–/– | 5d10+10 E | 10 | 5 | 2 Full | Proven (3) | 55kg | Very Rare |
M41 Multi-laser | Heavy | 150m | –/–/5 | 2d10+10 E | 2 | 100 | 2 Full | Reliable | 35kg | Very Rare |
Solid Projectile Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Autopistol | Pistol | 30m | S/–/6 | 1d10+2 I | 0 | 18 | Full | — | 1.5kg | Average |
Stub Automatic | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Full | — | 1.5kg | Average |
Stub Revolver | Pistol | 30m | S/–/– | 1d10+3 I | 0 | 6 | 2 Full | Reliable | 1.5kg | Plentiful |
Hand Cannon | Pistol | 35m | S/–/– | 1d10+4 I | 2 | 5 | 2 Full | — | 3kg | Scarce |
Naval Pistol | Pistol | 20m | S/3/– | 1d10+4 I | 0 | 6 | Full | Tearing | 3 kg | Rare |
Ripper Pistol | Pistol | 30m | S/2/– | 1d10+3 I | 5 | 8 | Full | Tearing, Toxic (2) | 4 kg | Extremely Rare |
Sniper Rifle | Basic | 200m | S/–/– | 1d10+4 I | 3 | 20 | Full | Accurate, Reliable | 5kg | Scarce |
Autogun | Basic | 100m | S/3/10 | 1d10+3 I | 0 | 30 | Full | — | 5kg | Average |
Shotgun (Pump-Action) | Basic | 30m | S/–/– | 1d10+3 I | 0 | 12 | 2 Full | Scatter | 5kg | Average |
Shotgun | Basic | 30m | S/–/– | 1d10+4 I | 0 | 8 | 2 Full | Scatter | 5kg | Average |
Combat Shotgun | Basic | 30m | S/3/– | 1d10+4 I | 0 | 18 | Full | Scatter | 6.5kg | Scarce |
Ripper Gun | Heavy | 30m | S/–/6 | 1d10+8 I | 0 | 48 | 2 Full | Ogryn-Proof, Scatter | 35kg | Common |
Heavy Stubber | Heavy | 100m | –/–/8 | 1d10+4 I | 3 | 75 | 2 Full | Ogryn-Proof | 30kg | Rare |
M34 Autocannon | Heavy | 300m | S/3/– | 3d10+8 I | 6 | 20 | 2 Full | Ogryn-Proof, Reliable | 40kg | Very Rare |
Battle Cannon | Vehicle | 750m | S/–/– | 3d10+10 X | 8 | 12 | 3 Full | Blast (10), Concussive (3), Reliable | 350 kg | Average |
Demolisher Cannon | Vehicle | 50m | S/–/– | 4d10+20 X | 10 | 2 | Full | Blast (10), Concussive (3) | 400kg | Rare |
Vanquisher Battle Cannon | Vehicle | 900m | S/–/– | 3d10+10 X | 16 | 6 | 2 Full | Accurate | 400 kg | Very Rare |
Earthshaker Cannon | Vehicle | 3,500m | S/–/– | 4d10+10 X | 8 | 1 | Full | Blast (10+1d10), Concussive (5), Indirect (5) | 800 kg | Very Rare |
Exterminator Cannon | Vehicle | 500m | S/6/– | 3d10+8 I | 6 | 120 | 2 Full | Reliable, Twin-Linked | Vehicle mounted | Very Rare |
Bolt Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Bolt Pistol | Pistol | 30m | S/2/– | 1d10+5 X | 4 | 8 | Full | Tearing | 3.5kg | Very Rare |
Hesh-pattern M38 MkII Bolt Pistol | Pistol | 25m | S/3/– | 1d10+5 X | 4 | 12 | 2 Full | Tearing | 4 kg | Very Rare |
Boltgun | Basic | 100m | S/3/– | 1d10+5 X | 4 | 24 | Full | Tearing | 7kg | Very Rare |
Storm Bolter | Basic | 90m | S/2/4 | 1d10+5 X | 4 | 60 | Full | Storm, Tearing | 9kg | Extremely Rare |
Heavy Bolter | Heavy | 150m | –/–/6 | 1d10+8 X | 5 | 60 | Full | Tearing | 40kg | Very Rare |
Melta Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Inferno Pistol | Pistol | 10m | S/–/– | 2d10+10 E | 12 | 3 | Full | Melta | 3kg | Near Unique |
Meltagun | Basic | 20m | S/–/– | 2d10+10 E | 12 | 5 | Full | Melta | 15kg | Very Rare |
Multi-melta | Heavy | 60m | S/–/– | 2d10+16 E | 12 | 12 | Full | Melta, Blast (1) | 40kg | Extremely Rare |
Plasma Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Plasma Pistol | Pistol | 30m | S/2/– | 1d10+6 E | 6 | 10 | 3 Full | Maximal, Overheats | 4kg | Very Rare |
Plasma Gun | Basic | 90m | S/2/– | 1d10+7 E | 6 | 40 | 5 Full | Maximal, Overheats | 18kg | Very Rare |
Plasma Cannon | Heavy | 120m | S/–/– | 2d10+10 E | 8 | 16 | 5 Full | Blast (1), Maximal, Overheats | 40kg | Extremely Rare |
Plasma Destroyer | Vehicle | 180m | S/3/– | 2d10+12 E | 9 | 50 | 5 Full | Blast [2], Maximal, Overheats) | Vehicle Mounted | Extremely Rare |
Flame Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Hand Flamer | Pistol | 10m | S/–/– | 1d10+4 E | 2 | 2 | 2 Full | Flame, Spray | 3.5kg | Rare |
Flamer | Basic | 20m | S/–/– | 1d10+4 E | 2 | 6 | 2 Full | Flame, Spray | 6kg | Scarce |
Hades Assault Flamer | Basic | 20m | S/–/– | 1d10+4 E | 2 | 10 | 2 Full | Flame, Spray, Reliable | 12 kg | Scarce |
Heavy Flamer | Heavy | 30m | S/–/– | 1d10+5 E | 4 | 10 | 2 Full | Flame, Spray | 45kg | Rare |
Inferno Cannon | Vehicle | 50m | S/–/– | 2d10+15 E | 8 | 50 | — | Flame, Spray | 600 kg | Rare |
Low-Tech Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Bolas | Thrown | 10m | S/–/– | — | 0 | 1 | — | Primitive (1), Snare (1), Inaccurate | 1.5kg | Average |
Javelin | Thrown | SBx3m | S/–/– | 1d10 R | 0 | 1 | — | Primitive (8) | 0.5 kg | Common |
Throwing Knife | Thrown | SBx2m | S/2/– | 1d5+3 R | 0 | — | — | Accurate | 0.5 kg | Common |
Hand Bow | Pistol | 15m | S/–/– | 1d10 R | 0 | 1 | Full | Primitive (5) | 1kg | Rare |
Flintlock Pistol | Pistol | 15m | S/–/– | 1d10+2 I | 0 | 1 | 3 Full | Primitive (8), Inaccurate, Unreliable | 3kg | Common |
Signalling Device | Pistol | 15m | S/–/– | 1d10+1 E | 0 | 1 | Full | Flame, Inaccurate, Reliable | 2 kg | Common |
Blowgun | Basic | 10m | S/–/– | 1d5+2 I | 0 | 1 | Half | Toxic (0) | 0.5 kg | Common |
Flintlock Musket | Basic | 30m | S/–/– | 1d10+3 I | 0 | 1 | 5 Full | Primitive (8), Inaccurate, Unreliable | 7kg | Common |
Bow | Basic | 30m | S/–/– | 1d10 R | 0 | 1 | Half | Primitive (6), Reliable | 2kg | Common |
Sling | Basic | 15m | S/–/– | 1d10–2 I | 0 | 1 | Full | Primitive (5) | 0.5kg | Plentiful |
Crossbow | Basic | 30m | S/–/– | 1d10 R | 0 | 1 | 2 Full | Primitive (7) | 3kg | Common |
Launcher Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Grenade Launcher | Basic | 60m | S/–/– | † | † | 6 | 2 Full | † | 12kg | Average |
Voss Automatic Grenade Launcher | Basic | 40m | S/3/– | † | † | 6 | 2 Full | Inaccurate† | 12.5 kg | Scarce |
Hellstrike Missiles | Vehicle | 300m | S/–/– | 3d10+7 X | 7 | 1 | N/A | Blast (5) | 85kg | Very Rare |
Hunter-Killer Missile | Vehicle | 350m | S/–/– | 3d10+6 X | 6 | 1 | N/A | 64kg | Very Rare | |
Missile Launcher | Heavy | 300m | S/–/– | † | † | 1 | Full | † | 35kg | Rare |
Mortar | Heavy | 50– 300m | S/–/– | † | † | 1 | Full | Inaccurate, Indirect (2)† | 41kg | Rare |
Accatran Automatic Mortar | Heavy | 25–200m | S/–/5 | † | † | 5 | 4 Full | Inaccurate, Indirect† | 50 kg | Very Rare |
Tread Fether | Heavy | 250m | S/–/– | † | † | 1 | Full | Inaccurate† | 20 kg | Scarce |
†The Damage, Penetration, and Special Qualities of Launcher weapons with variable ammunition are dependent upon the grenade or missile used. | ||||||||||
Exotic Weapons | ||||||||||
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt. | Availability |
Mole Mortar | Heavy | 50–200m | S/–/– | 2d10+2 X | 2 | 1 | Full | Inaccurate, Indirect (2), Shocking, Blast (4) | 50kg | Extremely Rare |
Needle Pistol | Pistol | 30m | S/–/– | 1d10 R | 0 | 6 | Full | Accurate, Toxic (5), Felling (1) | 1.5kg | Very Rare |
Needle Rifle | Basic | 180m | S/–/– | 1d10 R | 0 | 6 | 2 Full | Accurate, Toxic (5), Felling (1) | 2kg | Very Rare |
Imperial Melee Weapons
Chain Weapons | |||||||
---|---|---|---|---|---|---|---|
Name | Class | Range | Dam | Pen | Special | Wt. | Availability |
Chainsword | Melee | — | 1d10+2 R | 2 | Tearing, Balanced | 6kg | Average |
Chainaxe | Melee | — | 1d10+3 R | 2 | Tearing, Unbalanced | 11 kg | Rare |
Chainflail | Melee | — | 1d10+4 R | 2 | Flexible, Tearing, Unwieldy | 14 kg | Very Rare |
Chain Glaive | Melee | — | 1d10+3 R | 2 | Razor-Sharp, Tearing, Unbalanced | 12 kg | Very Rare |
Chain Knife | Melee | — | 1d10+1 R | 2 | Tearing | 4 kg | Rare |
Eviscerator | Melee | — | 2d10 R | 9 | Razor Sharp, Tearing, Unwieldy | 15kg | Very Rare |
Power Weapons | |||||||
Name | Class | Range | Dam | Pen | Special | Wt. | Availability |
Cavalry Sabre | Melee | — | 1d10+6 E | 4 | Power Field, Razor Sharp | 4 kg | Very Rare |
Command Baton | Melee | — | 1d10+1 E | 0 | Shocking | 4 kg | Very Rare |
Omnissian Axe | Melee | — | 1d10 +4 E | 6 | Power Field, Unbalanced | 8kg | Extremely Rare |
Power Axe | Melee | — | 1d10+7 E | 7 | Power Field, Unbalanced | 6kg | Very Rare |
Power Fist | Melee | — | 2d10† E | 9 | Power Field, Unwieldy | 13kg | Very Rare |
Power Flail | Melee | — | 1d10+8 E | 3 | Flexible, Power Field, Unwieldy | 7 kg | Extremely Rare |
Power Maul (High) | Melee | — | 1d10+5 E | 4 | Power Field, Shocking | 3.5kg | Very Rare |
Power Maul (Low) | Melee | — | 1d10 +1 E | 2 | Shocking | 3.5kg | Very Rare |
Power Spear | Melee | — | 1d10+4 E | 8 | | Power Field, Proven (2) | 7 kg | Extremely Rare |
Power Sword | Melee | — | 1d10+5 E | 5 | Power Field, Balanced | 3kg | Very Rare |
Shock Glove | Melee | — | 1d10 I | 0 | Shocking | 1 kg | Extremely Rare |
Suppression Shield | Melee | — | 1d10 I | 0 | Defensive, Recharge, Shocking | 7 kg | Extremely Rare |
† Power Fists add the user’s SB×2 to the Damage. | |||||||
Force Weapons | |||||||
Name | Class | Range | Dam | Pen | Special | Wt. | Availability |
Force Axe | Melee | — | 1d10+3 R | 2 | Force, Unbalanced | 6.5 kg | Near Unique |
Force Dagger | Melee | — | 1d5+2 R | 2 | Force | 1.5 kg | Extremely Rare |
Force Sword | Melee | — | 1d10+1 R | 2 | Balanced, Force | 5kg | Near Unique |
Force Staff | Melee | — | 1d10 I | 2 | Force | 2kg | Extremely Rare |
Low-Tech Melee Weapons | |||||||
Name | Class | Range | Dam | Pen | Special | Wt. | Availability |
Axe | Melee | — | 1d10+1 R | 0 | Unbalanced | 4 kg | Common |
Cavalry Spear | Melee | — | 1d10 R | 0 | Proven (2), Unbalanced | 7 kg | Scarce |
Flail | Melee | — | 1d10+1 I | 0 | Flexible, Ogryn-Proof, Primitive (7) | 8.5 kg | Scarce |
Great Weapon | Melee | — | 2d10 R | 0 | Ogryn-Proof, Unbalanced | 7kg | Scarce |
Groxwhip | Melee | 3m | 1d10+3 R | 0 | Flexible, Tearing, Primitive (6) | 4kg | Scarce |
Hunting Lance | Melee | — | 2d10+3 X | 7 | Concussive (3) | 4kg | Scarce |
Improvised | Melee | — | 1d10–2 I | 0 | Ogryn-Proof, Primitive (7), Unbalanced | — | — |
Knife | Melee/Thrown | 5m | 1d5 R | 0 | 1kg | Plentiful | |
Shields†† | Melee | — | 1d5 I | 0 | Defensive, Primitive (6) | 3kg | Common |
Spear | Melee | — | 1d10 R | 0 | Primitive (8) | 3kg | Common |
Staff | Melee | — | 1d10 I | 0 | Balanced, Primitive (7) | 3kg | Plentiful |
Sword | Melee | — | 1d10 R | 0 | Balanced | 3kg | Common |
Truncheon | Melee | — | 1d10 I | 0 | Ogryn-Proof, Primitive (7) | 2kg | Plentiful |
Warhammer | Melee | — | 1d10+2 I | 1 | Ogryn-Proof, Primitive (8) | 4.5kg | Scarce |
Warknife | Melee | — | 1d5+3 R | 0 | 2 kg | Average | |
†† Provides Armour 2 to the Body and Arm wielding the Shield. | |||||||
Hunting Lance Tips | |||||||
Name | Class | Range | Damage | Pen | Special | Wt. | Availability |
Inferno Tip | Melee | — | 2d10+4 E | 5 | Flame | 4 kg | Scarce |
Krak Tip | Melee | — | 2d10+5 X | 8 | Concussive (3), Proven (2), Unbalanced | 5 kg | Rare |
Melta Tip | Melee | — | 2d10+10 E | 24 | Inaccurate, Unwieldy | 8 kg | Very Rare |
Plasma Tip | Melee | — | 3d10+3 E | 8 | Overheats, Unwieldy | 6 kg | Extremely Rare |
Poison Tip | Melee | — | 1d10+6 R | 4 | Razor Sharp, Toxic (3) | 4 kg | Rare |
Shock Tip | Melee | — | 1d10+2 I | 2 | Shocking, Recharge | 4 kg | Scarce |
Weapon Upgrades
Name | Weight | Availability |
---|---|---|
Auxiliary Grenade Launcher | +2.5kg | Rare |
Auxiliary Shotgun | +2.0 kg | Scarce |
Chain Attachment | +3 kg | Scarce |
Compact | x1/2 | Average |
Exterminator | +1kg | Common |
Extended Magazine | +3 kg | Scarce |
Extra Grip | x1/3 | Common |
Forearm Weapon Mounting | +1kg | Scarce |
Gun Carriage | +25 kg | Common |
Gun Shield | +15 kg | Common |
Grapnel Mounting | +2 kg | Scarce |
Melee Attachment | +2kg | Plentiful |
Mono | +0kg | Scarce |
Motion Predictor | +0.5kg | Very Rare |
Omni-Scope | +2kg | Near Unique |
Overcharge Pack | +0.5kg | Common |
Photo Sight | +0.5kg | Very Rare |
Preysense Sight | +0.5kg | Very Rare |
Red-Dot Laser Sight | +0.5kg | Scarce |
Silencer | +0.5kg | Plentiful |
Spoor Targeter | + 0.5 kg | Very Rare |
Suspensors | x1/2 | Extremely Rare |
Symbol of Sanctity | + 0.2 kg | Scarce |
Targeter | +1.5kg | Rare |
Telescopic Sight | +1kg | Average |
Tox Dispenser | +0.75kg | Rare |
Tripod and Bipod | +2kg | Average |
Vox-Operated | +0.5kg | Rare |
Grenades, Missiles, Projectiles
Thrown | ||||||||
---|---|---|---|---|---|---|---|---|
Name | Range | RoF | Dam | Pen | Clip | Special | Wt. | Availability |
Anti-Plant Grenade | SBx3 | S/–/– | 3d10 E† | 0 | 1 | Blast (3) | 0.5kg | Scarce |
Blind Grenade | SBx3 | S/–/– | 2d10 E | 0 | 1 | Smoke (3) | 0.5kg | Scarce |
Fire Bomb Grenade | SBx3 | S/–/– | 1d10+3 E | 6 | 1 | Blast (3), Flame | 0.5kg | Plentiful |
Frag Grenade | SBx3 | S/–/– | 2d10 X | 0 | 1 | Blast (3), Ogryn-Proof | 0.5kg | Common |
Hallucinogen Grenade | SBx3 | S/–/– | — | 0 | 1 | Hallucinogenic (2), Blast (6) | 0.5kg | Scarce |
Krak Grenade | SBx3 | S/–/– | 2d10+4 X | 6 | 1 | Concussive (0) | 0.5kg | Rare |
Photon Flash Grenade | SBx3 | S/–/– | — | 0 | 1 | Blast (10) | 0.5kg | Rare |
Smoke Grenade | SBx3 | S/–/– | — | 0 | 1 | Smoke (6)†† | 0.5kg | Common |
Stun Grenade | SBx3 | S/–/– | — | 0 | 1 | Blast (3), Concussive (2) | 0.5kg | Common |
Maccabian Frag Grenade | SBx3 | S/–/– | 2d10+1 X | 0 | 1 | Blast (3), Sanctified | 0.5 kg | Rare |
Iron-Eater Grenade | SBx3 | S/–/– | 2d10 E | 5 | 1 | Blast (2), Corrosive | 0.5 kg | Very Rare |
Tube Charge | SBx2 | S/–/– | 3d10 X | 0 | 1 | Blast (4) | 1 kg | Scarce |
Missiles | ||||||||
Frag Missile | — | — | 2D10+2 X | 2 | — | Blast (5) | 0.5kg | Average |
Krak Missile | — | — | 3d10+8 X | 8 | — | Concussive (3), Proven (2) | 0.5kg | Scarce |
Minefield Missile | — | — | 2d10 X | 1 | — | Blast (1) | 0.5kg | Rare |
Scatter Missile | — | — | 2d10 X | 0 | — | Blast (10) | 0.5kg | Rare |
Launcher Rounds | ||||||||
Anti-Plant Round | — | — | 3d10 E† | 0 | — | Blast (5) | 1kg | Rare |
Blind Round | — | — | 2d10 E | 0 | — | Smoke (6) | 1kg | Rare |
Frag Round | — | — | 2d10 X | 3 | — | Blast (5) | 1kg | Common |
Minefield Round | — | — | 2d10 X | 1 | — | Blast (1) | 1kg | Rare |
Photon Flash Round | — | — | — | 0 | — | Blast (12) | 1kg | Rare |
Scatter Round | — | — | 1d10+3 X | 0 | — | Blast (7) | 1kg | Very Rare |
Smoke Round | — | — | — | 0 | — | Smoke (9)†† | 1kg | Scarce |
Starflare Round | — | — | — | 0 | — | 1kg | Scarce |
† Damage only effects flora and has no other effect.
†† Unlike blind, this only interferes with visual sight.
††† If the weapon causes any Damage, then, each Round after the first, check for another target at random (friend or foe) within d5 metres to see if any Damage is caused to them (rolling for a new Damage to represent the mutated virus). Continue until Damage is not taken or after d10 Rounds have passed.
Ammunition
Ammo weight is not listed; however, should it be important to know how much ammunition weighs, consider a weapon’s full clip to weigh 10% of the weight of the weapon itself.Ammunition | |||||
---|---|---|---|---|---|
Name | Availability | ||||
Arrows/Quarrels | Common | ||||
Shot | Common | ||||
Bullets | Plentiful | ||||
Cartridge | Common | ||||
Backpack Power Pack/Ammo Pack | Rare | ||||
Charge Cell | Common | ||||
Charge Pack (pistol) | Common | ||||
Charge Pack (basic) | Common | ||||
Charge Pack (heavy) | Rare | ||||
Fuel (pistol) | Scarce | ||||
Fuel (basic) | Scarce | ||||
Fuel (heavy) | Scarce | ||||
Bolt Shells | Rare | ||||
Melta Canister (pistol) | Very Rare | ||||
Melta Canister (basic) | Very Rare | ||||
Melta Canister (heavy) | Very Rare | ||||
Plasma Flask (pistol) | Rare | ||||
Plasma Flask (basic) | Rare | ||||
Plasma Flask (heavy) | Very Rare | ||||
Exotic Ammo | Very Rare | ||||
Artillery Shell | Very Rare | ||||
Unusual Ammunition | |||||
Name | Availability | ||||
Amputator Shell | Extremely Rare | ||||
Bleeder Round | Rare | ||||
Dumdum Bullets | Scarce | ||||
Envenomed Ammunition | Scarce | ||||
Expander Rounds | Scarce | ||||
Explosive Arrows/Explosive Quarrels | Scarce | ||||
Hot-Shot Charge Pack | Scarce | ||||
Inferno Shell | Rare | ||||
Man-Stopper Bullets | Scarce | ||||
Solid Slugs | Common | ||||
Tempest Bolt Shell | Near Unique | ||||
Tracer Rounds | Common | ||||
Artillery Shells | |||||
Name | Availability | ||||
Anti-Tank Shell | Extremely Rare | ||||
High Explosive Shell | Rare | ||||
Illumination Shell | Very Rare | ||||
Infernus Shell | Extremely Rare | ||||
Smoke Shell | Rare | ||||
Special Issue Ammunition | |||||
Slug Rounds | |||||
Name | Dam | Pen | Special | Wt. | Availability |
Penetrator Slug | 1d10+3 I | 4 | Proven (4), Razor Sharp | – | Very Rare |
Explosive Slug | 2d10 X | 0 | Blast (2) | – | Very Rare |
Flash Slug | – | – | Blast (5) | – | Very Rare |
Toxin Slug | 1d10+1 | 2 | Blast (1), Corrosive, Toxic (2) | – | Extremely Rare |
Missile/Rockets | |||||
Name | Dam | Pen | Special | Wt. | Availability |
Manticore Missile | 4d10+12 X | 12 | Blast (15+1d10), Concussive (5) | 4000kg | Rare |
Storm Eagle Rocket | 6d10 X | 4 | Blast (10), Concussive (6) | 4500kg | Very Rare |
Sky Eagle Rocket | 4d10+12 X | 12 | Proven (4) | 4000kg | Very Rare |
Artillery/Mortar Shells | |||||
Name | Dam | Pen | Special | Wt. | Availability |
Heavy Frag Shell | 3d10 X | 5 | Concussive (3), Blast (8) | 3kg | Common |
Heavy Minefield Shell | 2d10 X | 1 | Blast (1) | 3kg | Rare |
Infernus Mortar Shell | 2d10+4 E | 2 | Blast (8), Flame | 3kg | Rare |
Siege Shell | 2d10+6 X | 10 | Concussive (2), Blast (3) | 3kg | Very Rare |
Astartes Weaponry
Ork Weapons
Name | Type/Group | Range | RoF | Damage | Pen | Clip | Reload | Special Qualities |
---|---|---|---|---|---|---|---|---|
Slugga | Pistol/ Solid Shot | 20m | S/3/– | 1d10+4 I | Pen 0 | Clip 18 | Reload Full | Inaccurate, Unreliable |
Shoota | Basic/ Solid Shot | 60m | –/3/10 | 1d10+4 I | Pen 0 | Clip 30 | Reload Full | Inaccurate, Unreliable |
Kustom mega-blasta | Basic/Plasma | 100m | S/-/- | 4d10+7 | Pen 6 | Clip 10 | Reload 3 Full | Blast 2, Overheats, Recharge, Shocking |
Big Shoota | Heavy/ Solid Shot | 120m | –/–/10 | 2d10+5 I | Pen 2 | Clip 120 | Reload Full | Inaccurate, Unreliable |
Twin-linked Big Shoota | Heavy/ Solid Shot | 80m | S/3/10 | 1d10+6 I | Pen 1 | Clip 40 | Reload 2 Full | Inaccurate, Twin-Linked, Unreliable |
Deffgun 1 | Heavy/ Bolt Weapons | 200m | –/–/10 | 2d10+3 X | Pen 6 | Clip 80 | Reload Full | Tearing, Inaccurate |
Deffgun 2 | Heavy/Bolt Weapons | 90m | Special | Special | Pen 1d5 | Clip 50 | Reload 1d5 Full | Inaccurate |
Dakkagun | Heavy/ Solid Shot or Vehicle | 75m | –/3/5 | 2d10+4 I | Pen 4 | Clip 80 | Reload 2 Full | Inaccurate, Unreliable |
Burna | Basic/ Flame | 20m | S/–/– | 1d10+4 E | Pen 2 | Clip 6 | Reload Full | Flame, Spray, Unreliable |
Skorcha | Heavy/ Flame | 30m | S/–/– | 1d10+7 E | Pen 3 | Clip – | Reload – | Flame, Spray, Unreliable |
Rokkit launcha | Heavy/ Launcher or Vehicle | 150m | S/–/– | 3d10+6 X | Pen 9 | Clip 1 | Reload Half | Inaccurate, Unreliable |
Kannon | Heavy/Launcher or Vehicle | 200m | S/–/– | 3d10+6 X | Pen 6 | Clip 1 | Reload Full | Blast [4], Concussive [2], Inaccurate, Unreliable |
Lobba | Heavy/Launcher or Vehicle | 30-200m | S/–/– | 2d10 X | Pen 1 | Clip 1 | Reload Full | Blast [6], Concussive [4], Inaccurate, Indirect [2], Unreliable |
Kill Kannon | Heavy/Vehicle | 100m | S/–/– | 3d10+8 X | Pen 8 | Clip 1 | Reload Full | Blast [8], Concussive [3], Inaccurate, Unreliable |
Shokk Attack Gun | Heavy | 200m | S/–/– | 3d10 X | Pen 0 | Clip 1 | Reload Full | Blast [3], Inaccurate, Overheats |
Grotzooka | Vehicle | 50m | S/–/– | 2d10+5 I | Pen 2 | Clip 25 | Reload 2 Full | Inaccurate, Scatter, Tearing, Unreliable |
Skorcha | Vehicle | 30m | S/–/– | 1d10+7 E | Pen 3 | Clip – | Reload – | Flame, Spray, Unreliable |
Supa Lobba | Vehicle | 30-200m | s/-/- | 4d10 X | Pen 5 | Clip 1 | Reload Full | Blast [10], Concussive [6], Inaccurate, Indirect, Unreliable) |
Stikkbomb | Grenade | SBx3 | s/-/- | special | special | Clip 1 | Thrown | Special |
Snazzgun | Basic | 100m | S/2/- | 2d10 I or E | Pen 1d10 | Clip 2 | Reload Half | Inaccurate, Overheats, Unreliable |
Choppa | Melee | 1d10+1 R | Pen 2 | Tearing, Unbalanced |
Big Choppa (Custom) | Melee | 1d10+6 R | Pen 5 | Tearing, Unbalanced |
Burna | Melee | 1d10 E | Pen 5 | Power Field, Unwieldy |
Grot Prod | Melee | 1d5 I | Pen 0 | Shocking |
sneaky boot knife | Melee | 1d5 R | Pen 0 | Primitive (8) |
tiny knives | Melee | 1d5 R | Pen 0 | Primitive (8) |
Squig Bite | Melee | 1d10+6 R | Pen 0 | Primitive (8), Tearing |
Dok’s tools | Melee | 1d10 I | Pen 2 | Tearing |
‘urty syringe | Melee | 1d10+4 R | Pen 3 | Tearing, Toxic |
Copper thumpin’ staff | Melee | 1d10 I | Pen Variable (As Weirdboyz Psyker Rank | Balanced, Primitive [7] |
Power Klaw | Melee | 2d10+10 R | Pen 7 | Power Field, Unwieldy |
Power Klaw (Deff Dread) | Vehicle Melee | 2d10+16 R | Pen 7 | Power Field, Unwieldy |
Big shears (Killa Kan) | Vehicle Melee | 2d10+6 R | Pen 6 | Razor Sharp, Unbalanced |
Buzz saw (Killa Kan) | Vehicle Melee | 2d10+8 R | Pen 4 | Tearing, Unwieldy |
Buzz saw (Deff Dread) | Vehicle Melee | 2d10+12 R | Pen 3 | Tearing, Unwieldy |
Remember to add Str bonus to melee weapons, along with half W.S. bonus for Crushing Blow and +1 for each Unnatural Strength bonus; Already factored for Walkers
Dark Eldar Weapons
Name | Type/Group | Range | RoF | Damage | Pen | Clip | Reload | Special Qualities |
---|---|---|---|---|---|---|---|---|
Splinter Rifle | Basic or Vehicle | 100m | S/3/5 | 1d10+2 R | Pen 3 | Clip 200 | Reload 2 Full | Toxic [2]) |
Vehicle Weapons
• Splinter pod (Front-Facing; 75m; S/5/7; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Toxic [1]).
• Splinter rifle (Basic/ Front-Facing; 100m; S/3/5; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Toxic [2])
• Blaster (Front-Facing; 75m; S/–/–; 3d10+7 E; Pen 4; Clip –; Reload –; Lance)
• Splinter cannon (150m; –/5/10; 2d10+2 R; Pen 4; Clip 300; Reload 2 Full; Toxic [4])
• Dark lance (Front Facing; 200m; S/–/–; 4d10+7 E; Pen 5; Clip –; Reload –; Lance)
• Disintegrator (Front Facing; 200m; –/–/10; 2d10+6 E; Pen 9; Clip –; Reload –)
Weapon Special Qualities
ACCURATE - These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
BALANCED - Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once.
BLAST (X) - Many missiles, grenades, and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon, anyone within the weapon’s blast radius in metres, indicated by the number in parentheses, is also hit. Roll Damage once and apply it to each person affected by the blast.
CONCUSSIVE (X) - Some weapons create a deafening blast or shock wave when they hit. When a target is struck by a Concussive weapon, he must take a Toughness Test with a penalty equal to 10 times the number in parentheses (X). For example, a weapon with Concussive (2) would impose a –20 on Toughness Tests and Concussive (0) would be a Test with no penalty. If he fails, the target is Stunned for 1 Round per Degree of Failure. Additionally, if the target takes Damage greater than his Strength Bonus, he is knocked Prone.
CORROSIVE - Some weapons utilize highly caustic acids which cause damage to both the wearer and their equipment. If a target is hit by an attack from a Corrosive weapon, the Armour Points of any armour worn by the target in that location are reduced by 1d10 points. If the Armour Points of the armour are reduced below 0 or the target is not wearing any armour in that location, the excess amount of Armour Point Damage (the whole amount if the target is wearing no armour in that location) is dealt to the target. This excess Damage is not reduced by Toughness. A target’s armour can be reduced multiple times by the effects of a Corrosive weapon. The Armour Point Damage is cumulative. A suit of armour can be repaired with a successful Challenging (+0) Tech-Use Test. A Player Character who possesses the Armour Monger Talent can repair the armour while making use of that Talent.
CRIPPLING (X) - Particularly cruel or deadly weapons, usually employed by the xenos enemies of the Imperium, sometimes include things like living barbs or shards that remain in their victims’ wounds, causing them immense pain and even slowly killing them. When a target suffers at least one Wound from this weapon, he counts as being “crippled” for the remainder of the encounter or until healed of all Damage. If a crippled character takes more than a Half Action on his Turn, he suffers Rending Damage equal to the number in parentheses (X) to whichever location received the original Damage. This Damage is not reduced by Armour or Toughness.
DEFENSIVE - A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used to make attacks. Defensive weapons grant a +15 bonus to Tests made when used to Parry, but impose a –10 penalty when used to make attacks.
FELLING (X) - To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides. When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
FLAME - Some weapons belch great gouts of flame, igniting anything they strike. If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on fire (see page 266).
If the target of the Flame attack is a Vehicle, the pilot of the vehicle must make the appropriate Operate Skill Test with a bonus equal to the Vehicle Armour value on the facing hit by the Flame Attack. If the pilot fails, the Vehicle immediately catches fire (see the On Fire! sidebar on page 284).
FLEXIBLE - Some weapons, such as whips, are made up from lots of loosely connected segments, such as chains or supple woven hides. These kinds of weapons lash about when used to attack and cannot be Parried.
FORCE - Force weapons are unique in that they only function properly when wielded by a true psyker, whose mental energies turn these ordinary looking weapons into devices of terrifying power. They can take the form of almost any normal hand weapon such as a sword, axe, halberd, or hammer, and in the hands of a non-psyker they function as such. When a psyker directs his powers through them, though, such a weapon can multiply his strength to superhuman levels.
Force weapons have special rules when used by a psyker and otherwise count as a Best Craftsmanship Mono variant of the standard Low-Tech weapon. In the hands of a psyker, the weapon deals bonus Damage and gains bonus Penetration equal to the psyker’s Psy Rating (so a Psy Rating 3 would grant +3 Damage and +3 Penetration) and the Damage type changes to Energy. In addition, whenever a psyker Damages an opponent, he may make a Focus Power Action (Opposed Willpower) as a Half Action. If he wins the Test, then for every Degree of Success, the Force weapon’s wielder deals an additional 1d10 E Damage, ignoring Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
HALLUCINOGENIC (X) - Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a
creature takes a hit from a Hallucinogenic weapon, it must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer a temporary delusion and roll 1d100 on Hallucinogenic Effects. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.
Hallucinogenic Effects | |
---|---|
Roll | Effect |
1 | Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects devouring his skin and flesh. In game terms, the character is Stunned. |
2 | My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. In game terms, the character is Stunned. |
3 | They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/floor/bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each Round, choose a new target at random (use the Scatter Diagram on page 255 to determine which direction that is, with a “7” meaning he shoots the ground, and a “0” meaning he fires wildly into the air). |
4 | Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces at those around him. He waddles about in random directions each Round (use the Scatter Diagram on page 255), using a Full Action to move. The character retains his Reactions. |
5 | I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a pterasquirrel. He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequences for falling—appalling injury or death being the usual outcomes. |
6 | They’ve got it in for me… The character is overcome with paranoia, believing even his own comrades are out to get him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters. He remains hidden until the effect ends. |
7 | They got me, mother… The character believes that the gas is toxic and collapses to the floor as if dead—he counts as being Helpless. Any other character who sees him “die” must pass an Intelligence Test or they think the character is dead too. |
8 | I’ll take you all on! The character is filled with a burning rage and a desire for violence. The character enters a Frenzy (see page 144) and attacks the closest opponent. |
9 | I’m only little! The character believes he has shrunk to half his normal size and everything else is big and frightening now. All other characters count as having a Fear Rating of 3 to the character. |
0 | The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up his leg. If holding a gun, he shoots himself with it or, if not, he hits himself in the leg with whatever melee weapon he is holding. If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with it. Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal Damage. |
HAYWIRE (X) - Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the field’s radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three metre radius. Roll 1d10 on Haywire Field Effects (adding any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each Round until it becomes Insignificant (i.e., a result of Major Disruption would become Minor Disruption the following Round and then cease to have an effect the Round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that is either ignored if lower than the current effect or replaces the old one if higher.
Haywire Field Effects | |
---|---|
Roll | Field Strength |
1–2 | Insignificant: There is no noticeable effect on nearby technology. |
3–4 | Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1. |
5–6 | Major Disruption: All actions utilizing technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type. |
7–8 | Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered reducing the wearer’s move to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each Round they remain in the Dead Zone. Melee weapons with technological components (i.e. power swords) function as a Primitive weapon of their type. |
9–0 | Prolonged Dead Zone: As Dead Zone. |
INACCURATE - Inaccurate weapons are either far too cumbersome to aim properly or lack any kind of reliable sights. No bonus is gained from the use of the Aim Action with these weapons.
INDIRECT (X) - Mortars and similar Launcher weapons are often fired in a suppression mode, where the actual enemy cannot be seen and only their rough location is known. In these cases, mortar shells and the like can be fired without any actual line of sight required. Often such weapons are fired in conjunction with a spotter who directs fire from the weapon. Any ally with an auspex or who can see the target can assist with indirect fire.
- When making any ranged attack Action (Standard Attack, Semi-Auto Burst, or Full Auto Burst) with an Indirect weapon, the attack does not have to target a location in line of sight of the active player, but is made at a –10 penalty and requires a Full Action instead of the normal Half Action. The active character, however, must be aware of his intended target, either by using the target’s last known position, through the use of a spotter, or through other means. The GM makes the final determination on whether or not the character is aware of his target’s location and may add penalties to this ranged attack based on how aware the character is of his target.
- For each hit with the ranged attack, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location a number of metres away from the intended target, in the direction rolled on the Scatter Diagram, equal to 1d10 minus the firer’s Ballistic Skill Bonus—to a minimum of zero.
- If the ranged attack fails, or if the Semi-Auto Burst or Full Auto Burst Actions fail to achieve the maximum potential hits, the remaining missed hits—up to the maximum potential hit for the rate of fire used in the attack—are still fired, but miss their target. For each missed hit, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location Xd10 metres away from the intended target in the direction rolled on the Scatter Diagram (where X is equal to the number in parentheses [X]).
- If the active character has a Comrade in cohesion, that Comrade may spend a Full Action to help the character in aiming and steadying the weapon. If he does, then the attack with the Indirect weapon does not suffer from the normal –10 penalty and all missed hits only scatter Xd5 metres.
LANCE - Lance weapons fire focused beams of devastating energy, piercing armour with ease. Weapons with the Lance Quality have a variable Penetration value that is dependent on the accuracy of each shot. When a target is hit by a weapon with the Lance Quality, increase the weapon’s Penetration value by its base value once for each Degree of Success achieved by the attacker. For example, if a Dark Eldar Kabalite Warrior hit a Leman Russ Battle Tank with a Dark Lance and achieved 3 Degrees of Success, the Dark Lance would have a Penetration value of 20—the base Penetration value of the Dark Lance of 5 plus 15, 5 for each of the three Degrees of Success—for that shot. Note that this means that a weapon with the Lance Quality always has at least a Penetration value of 5 if its wielder hits the target, as a hit represents a single Degree of Success.
MAXIMAL - Maximal weapons have two fire settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of fire or make single powerful blasts that require the weapon to recharge between shots. Before making an attack, the user can choose to either fire the weapon normally, in which case it uses the profile detailed on Table 6–9: Ranged Weapons, or to fire it on Maximal. When the weapon is fired on Maximal it adds 10 metres to its Range, adds 1d10 to its Damage, and +2 to its Penetration. If it has the Blast Quality, then this is improved by +2; i.e., a weapon with Blast (3) become Blast (5). The weapon also uses three times the normal amount of ammo per shot and gains the Recharge Quality.
MELTA - Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if fired from a close enough range. This weapon doubles its Penetration when firing at Short Range.
OGRYN-PROOF - The bestial Ogryn that serve amongst the ranks of the Imperial Guard have hands that are not only much larger than those of a normal human, but also far stronger. Most Ogryn have a hard time using them to perform delicate, or even normal, tasks. There are many weapons, however, that are perfect for use by these cumbersome creatures. Characters with the Clumsy Trait can use any weapon with the Ogryn-Proof Quality with no penalty.
OVERHEATS - Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with the Overheats Quality overheats on an attack roll of 91 or higher. When a weapon overheats, the wielder suffers Energy Damage equal to the weapon’s Damage with a Penetration of 0 to an arm location (the arm holding the weapon if the weapon was fired one-handed, or a random arm if the weapon was fired with two hands). The wielder may choose to avoid taking the Damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the Round afterwards cooling the weapon to overheat.
POWER FIELD - A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the character successfully use this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attacker’s weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.
PRIMITIVE (X) - Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. When rolling for Damage with these weapons, any dice roll greater than the number in parentheses (X) counts as that number. For example, a weapon with Primitive (7) would count all Damage rolls of 8, 9 or 0 as 7. These weapons can still generate Righteous Fury as normal, on a Damage roll of 0.
PROVEN (X) - Weapons with a Proven Quality always inflict massive trauma and treat any dice roll for Damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
RAZOR SHARP - Certain weapons or ammunition have the ability to slice right through armour if they hit just right. If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.
RECHARGE - Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect, the character can only fire the weapon every other Round.
RELIABLE - Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on an unmodified hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam.
SANCTIFIED - These weapons are blessed against the forces of Chaos. Any Damage inflicted by a Sanctified weapon counts as Holy Damage. Holy Damage does not have any integral effects, but works differently against some Daemonic and Warp creatures.
SCATTER - The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank range, every two Degrees of Success the firer scores indicates another hit (use Multiple Hits). However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from Scatter weapons at Long or Extreme Range.
SHOCKING - Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Challenging (+0) Toughness Test. If he fails, he is Stunned for a number of Rounds equal to his Degrees of Failure.
SMOKE (X) - Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen a number of metres in diameter from the point of impact equal to the number in parentheses (X). This screen lasts for 1d10+10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 253).
SNARE (X) - Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test with a penalty equal to 10 times the number in parentheses (X) or be immobilised. For example, a weapon with Snare (1) would impose a –10 on Agility Tests. An immobilised target can attempt no other Actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. Both of these Tests to escape also have a penalty equal to 10 times the number in parentheses. The target is considered helpless until he escapes.
SPRAY - Spray weapons project a cone of missiles, liquid, or fire out to the range of the weapon. Unlike other weapons, Spray weapons have just one range and, when fired, hit all those in their area of effect. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the weapon’s path, a cone-shaped area extending in a 30-degree arc from the firer out to the weapon’s range, must make a Challenging (+0) Agility Test or be struck by the attack and take Damage normally. Cover does not protect characters from attacks made by Spray weapons unless it completely conceals them. Because Spray weapons make no roll to hit, they are always considered to hit targets in the body, and jam if the firer rolls a 9 on any of his Damage dice (before adding any bonuses). Due to their inaccurate nature, Spray Weapons cannot be used to make Called Shot Actions.
STORM - A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the amount of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weapon’s firing rate, as normal).
TEARING - Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.
TOXIC (X) - Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon, after reduction for Armour and Toughness Bonus, must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer an additional 1d10 points of Damage (of the same type as the weapon which inflicted the hit) not reduced by Armour or Toughness. For example, a weapon with Toxic (4) would impose a –40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inflict more Damage as indicated in their individual descriptions.
TWIN-LINKED - A Twin-Linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target. A weapon with the Twin-linked Quality gains a +20 to hit when fired and uses twice as much ammunition. In addition, the weapon scores one additional hit if the attack roll succeeds by two or more Degrees of Success. Lastly, the weapon’s reload time is doubled.
UNBALANCED - Heavy and difficult to ready after an attack, these kinds of weapons cannot be used to make Lighting Attack Actions, and impose a –10 when used to Parry.
UNRELIABLE - Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a jam on a roll of 91 or higher, even if fired on Semior Full Auto.
UNWIELDY - Huge and often top-heavy, Unwieldy weapons are too awkward to be used with finesse. Unwieldy weapons cannot be used to Parry or make Lightning Attack Actions.
Weapon Customization
Through training and deployment, a soldier of the Imperial Guard spends virtually every moment with his trusted weapons within easy reach. Over time, his primary weapon becomes an extension of his body. As each soldier becomes increasingly familiar with his armaments, he may opt to make minor changes to the weapon. Extensive changes would invariably violate standard doctrine and draw the ire of superior officers. However, most officers choose to turn a blind eye to minor tweaks of the weapon. In this way, a character may find solutions to offset bad habits in the way they carry and wield the weapon, but also adjust it so that they may operate at their peak efficiency.
Keep in mind that the changes associated with customisation are invariably minor adjustments. To the casual observer, most of these changes are hardly noticeable. It is the very subtlety of these customisations that enable the Imperial officers to turn a blind eye to the tweaks. However, one or more of these minor changes may ultimately instil confidence in the soldier and increase his overall combat performance.
Weapon customisations may only be applied to a piece of equipment that is part of the Standard Regimental Kit or a favoured weapon of the soldier’s Regiment. Guardsmen never have sufficient exposure or training to safely customise more specialised weapons. Similarly, regimental officers are well versed with the various customisations that their men make. When they spot a soldier wielding a weapon with which they are less familiar, they are far more prone to issue punishments for unauthorised customisations of such armaments. Each character may install up to four customisations to any of his Standard Regimental Kit weapons.
All customisations require a Routine (+20) Trade (Armourer) Test. Success on the Test implements the modification. Characters who suffer two or more Degrees of Failure damage their weapons, requiring that it be returned to the supply depot for replacement. If customisations are attempted in the field when the supply depot is unavailable, such failure causes the weapon to become Unreliable. If the weapon was previously Reliable, it instead loses that Trait. Naturally, if the character loses or replaces a customised weapon, he also loses all of his customisations. A weapon newly issued from the supply depot is delivered in stock conditions.
Characters do not have to perform customisations for themselves. Instead, another more ably skilled character may make these changes for them. However, the character who performs the procedure might want some form of repayment for his services. Such compensation is entirely subject to the whim of the acting player or Game Master.
Customizations
CARBINE
Some Guardsmen prefer a lighter, more manoeuvrable weapon than a rifle, while also requiring more stability than a pistol can offer. With the addition of a stock and possibly some additional modifications, a pistol weapon can be effectively turned into a carbine.
A weapon with this customisation changes its type to Basic and increases its Range by half.
Applies to: Any Pistol weapon.
CUSTOM GRIP
The weapon’s hilt, under-barrel grip, or handle is modified to better fit the character’s hands. The grip might be textured, changed in size, or grooves might be added that align perfectly with the character’s fingers. As a consequence of these changes, the character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.
Applies to: Any weapon.
DEACTIVATE SAFETY FEATURES
The weapon has been modified so that its volatile nature is always at the forefront. A weapon with this modification is always ready to be fired or wielded in an instant. When using a Ready Action to prepare a weapon with this modification, a character may Ready another weapon or draw another item as part of the same action. However, any time a character who is carrying a weapon with this modification suffers four or more Degrees of Failure on a Movement Skill Test, this weapon fires, activates, or cuts itself free as a result of the jostling.
Applies to: Any weapon.
EXTENDED BARREL
While the Departmento Munitorum issues long-lases and sniper rifles to dedicated snipers, some Guardsmen take it upon themselves to modify their weapons to better utilise their skill as a marksman. Often, this is most readily achieved with components from a similar or identical weapon, either scavenged from the field or “borrowed” from the quartermaster.
A weapon with an extended barrel increases its Range and weight by half.
Applies to: Any Las, Solid Projectile, or Bolt weapon.
FLUID ACTION
The weapon’s internal mechanisms have been thoroughly lubricated and carefully maintained down to the finest detail. When the character uses the weapon as part of a Semi-Auto Burst Action, he counts as scoring one additional Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully engaged. Reload time is increased by an additional Half Action.
Applies to: Any ranged weapon capable of Semi-Automatic fire.
HOME MATERIALS
Some of the weapon’s components—typically stock, grip, hilt, or shaft—is constructed of materials manufactured or grown upon his regiment’s home planet. This serves as a powerful reminder of the Guardsman’s home and a constant reminder of his duty to serve and protect the Imperium of Man. Characters who wield a weapon that features this modification receive a +5 bonus to any Fear Test.
Applies to: Any weapon.
MANUAL OPERATION
Expert marksmen sometimes disdain the use of automatic weapons, believing that a single, well-placed shot is far preferable. As a result of this thinking, some veterans modify their weapons to fire only single shots. While this may partially be for simple bragging rights, such modifications do reduce the wear on the weapon, maintaining its efficiency over longer periods of time.
A weapon with this customisation changes its fire mode to S/–/– and gains the Reliable Quality, or loses the Unreliable Quality, if it had it.
Applies to: Any Solid Projectile or Bolt weapon capable of Semi-Auto or Full Auto fire.
MODIFIED STOCK
When the character holds a weapon with a modified stock up to aim, its contours perfectly align with his shoulder and cheek. The weapon fits his body perfectly and there is no moment of hesitation. As the character takes aim with the weapon, it feels like a natural extension of his body. When a character takes an Aim Action with weapons modified in this way, he receives an additional +2 bonus on a Half Action or an additional +4 bonus for a Full Action. This customisation is compatible with any other devices that modify Aim Actions. This customisation is most commonly applied to the stock of a Basic ranged weapon, but comparable changes may be made to virtually any weapon.
Applies to: Any weapon.
QUICK-RELEASE
The mechanism for removing a magazine is carefully modified so that it may be ejected forcibly and rapidly, reducing the amount of time required for inserting fresh ammunition. The mechanism could be more thoroughly lubricated, might have springs or magnets installed, or might use some more sophisticated system. As a consequence of these changes, the weapon’s Reload time is reduced by a Half Action, down to a minimum of a Half Action. For example, a weapon that normally took 2 Full Actions to reload can be reloaded with one Full and one Half Action.
Applies to: Any ranged weapon.
REDUCED WEIGHT
This customisation involves shaving off excess parts, boring holes through non-structural solid features, and generally replacing as many parts of the weapon as possible with alternative components made of lighter weight materials. In some cases, these materials can be obtained from the stores of other regiments, while in others, they must be fabricated from whatever materials are available on the base. Regardless of how the changes are implemented, weapons that undergo this customisation decrease their weight by 20%, or a minimum of a 0.5 kg loss. However, the resulting weapon is substantially more fragile. If it is used in melee—either as intended or as an improvised weapon—it may crumple under an impact. Any unmodified roll of 90–100 results in the weapon shattering and becoming irreparably damaged.
Applies to: Any weapon.
REINFORCED
Additional support brackets are affixed to the weapon so that it can better handle the stresses of battlefield abuse. These brackets could be scavenged from other equipment, custom fabricated from alternative components, or simply be from alternative patterns of comparable weapons. With the additional reinforcement, the weapon is better suited to melee combat. If the customised arm is a ranged weapon, it receives an additional +1 bonus to Damage when used as an improvised weapon. If the base item is a Melee weapon, when parried by a weapon with a power field, its chance of destruction is reduced to 60%. In any case, the weapon’s weight is increased by 20%.
Applies to: Any weapon.
SACRED INSCRIPTION
The character inscribes a sacred script from the Imperial Creed upon the weapon. These inscriptions are generally etched into the weapon’s surface and might be lavishly illuminated with valuable metals, jewels, and embedded relics, medals, or talismans from members of the Ecclesiarchy. Characters who wield these weapons are held in high regard by any priests or missionaries with whom they work but are also held to the highest standards by these same individuals. The constant reminder of their faith serves to instil additional courage in the weapon’s wielder when his faith is tested. The weapon provides a +10 bonus to any Pinning Test.
Applies to: Any weapon.
SAWN-OFF
While most often applied to shotguns, other weapons are sometimes cut down. Though this modification results in a slight reduction in range and power, sawn-off weapons are lighter and more easily manoeuvrable, making them desirable for city fighting or boarding actions, where soldiers must be able to move through narrow doors or other openings, while keeping their weapon ready. Sawn-off weapons are also easier to conceal, a trait which, while desirable for hive gangers and other criminals, can also come in handy for a Guardsman attempting to hide his unsanctioned firearm during inspection.
A sawn-off weapon reduces its range and weight by one quarter and inflicts an additional +2 Damage when fired at Short Range or closer.
Applies to: Any shotgun or autogun.
TRIGGER ADJUSTMENT
Through precise adjustments, the weapon is modified so that its trigger pull better fits with the length of the character’s fingers and the way they grip the weapon. This is a very precise adjustment that requires careful workmanship to not disrupt the firing mechanism, safety features, and the travel length of the trigger. When wielding a weapon with a finely adjusted trigger, the character is able to aim the weapon and snap off the first shot much more quickly. During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative. However, due to the variation, if any other individual uses the weapon, he suffers a –5 penalty to Ballistic Skill Tests made with it.
Applies to: Any ranged weapon.