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Ranged Weapons

Firearms

Type

There are several types of firearms that dictate what fire modes it can do:

Type Fire Modes
Semi-Automatic Single Shot
Burst-Fire Single Shot, Burst Fire
Only Automatic Fully Automatic
Fully Automatic Single Shot, Fully Automatic
Advanced Automatic Single Shot, Burst Fire, Fully Automatic

Ammunition

Firemans require Ammunition stored in a Magazine. When you expend all rounds in a Magazine you must use an action to reload the Magazine with a fresh one. You must have a valid Magazine in your inventory to reload.

Repacking

Once you have spent all rounds in magazine you are left with an empty one. You may spend 10 minutes repacking this magazine with the appropriate ammunition if you have them in your inventory or if you are near an ammunition cache.

Misfire

Firearms are volatile technology and on occasion misfire. With a result of 1 on attack rolls, roll a d20 to determine the result:

d20 Effect
1 The firearm is damaged and must be repaired.
2-3 The firearm is jammed and you must spend an action to clear the jam.
4-20 The round failed to fire and was ejected.

Fire Modes

When you fire this weapon you can choose to either to fire a single shot, burst shot or fully automatic; if the weapon allows. On a successful hit, roll a die equivalent to the number of rounds fired, the result is the number of successful hits. Roll attack damage for each round that hits.

As an action you may use Single or Burst fire but must expend a bonus action to use fully automatic and must make the attack roll with disadvantage.

Plasma Weapons

Plasma weapons are extremely powerful but volatile technology, delivering colossal amounts of damage but is as much of a danger to the user as to the targets.

Overheat

Whenever you fire a plasma weapon, you must add 1 to it's overheat score. When the overheat score reaches the value shown in the weapon table, the user will take damage each time proceeding whenever they fire the weapon. If the overheat score reaches three times the value shown the weapon explodes, dealing four times the max damage roll shown next to the overheat score.

Vent Heat

As an action you can vent the heat reducing the overheat score by 1. The overheat score will naturally reduce once per turn without being used.

Flamers

Flamers use promethium to bring the cleansing purity of fire to the Heretics and Xenos. The flamer will propel a stream of fire towards the desired targets, the fuel continuing to burn at the target. The size of the area that is affected by the targeted location is based on the flamer used. If there is a obstruction between the weapon and the target then the stream will stop at that point. The area set on fire by a flamer with remain at that location for 10 minutes, dealing 4d10 fire damage for each turn in the affected location.

Overheat

Whenever you fire a flamer, you must add 1 to it's overheat score. When the overheat score reaches the value shown in the weapon table, the user will take damage each time proceeding whenever they fire the weapon. If the overheat score reaches three times the value shown the weapon becomes damaged, and must be repaired before being used again.

Heat Reduction

The overheat score will naturally reduce once per turn without being used.

Ranged Weapon Lists

Pistols

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Bolt Pistol 30ft/60ft Semi-Auto 1d8 Piercing + 4d10 Explosive Bolt Magazine (10) - 1 1 Hit - - -
Plasma Pistol 30ft/60ft Semi-Auto 100d6 Plasma Charge Pack (4) 2 (4d6) 5 1 or More Hits - - Devouring 30ft.
Flamer Pistol 20ft/40ft Single 6d6 Fire Fuel Canister (3) 3 1 1 or More Hits - - Ignited Fuel 10ft.

Two Handed Ranged Weapons

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Godwyn Bolter 60ft/120ft Advanced Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (30) - 2 1 Hit 1d4 Hits 1d6 Hits -
Stalker Bolter 120ft/240ft Semi-Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (30) - 1 1 Hit 1d4 Hits - -
Storm Bolter 30ft/60ft Only-Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (40) - 3 - - 1d12 Hits -

Special Ranged Weapons

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Flamer 30ft/60ft Single 8d8 Fire Fuel Canister (10) 10 1 1 or More Hits - - Ignited Fuel 15ft.
Plasma Gun 60ft/120ft Semi-Auto 100d10 Plasma Charge Pack (12) 2 (6d8) 5 1 or More Hits - - Devouring 60ft
Melta Gun 20ft Cone Semi-Auto 50d10 Fire Charge Magazine (6) 4 2 1 or More Hits - - -

Combi-Weapons

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Combi-Flamer - - - - - - - - - -
- Bolter 50ft/100ft Advanced Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (20) - 2 1 Hit 1d4 Hits 1d6 Hits -
- Flamer 20ft/40ft Single 8d8 Fire Fuel Canister (8) 10 1 1 or More Hits - - Ignited Fuel 10ft.
Combi-Plasma - - - - - - - - - -
- Bolter 50ft/100ft Advanced Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (20) - 2 1 Hit 1d4 Hits 1d6 Hits -
- Plasma Gun 50ft/100ft Semi-Auto 100d10 Plasma Charge Pack (8) 2 (6d8) 5 1 or More Hits - - Devouring 40ft
Combi-Melta - - - - - - - - - -
- Bolter 50ft/100ft Advanced Auto 1d10 Piercing + 6d10 Explosive Bolt Magazine (20) - 2 1 Hit 1d4 Hits 1d6 Hits -
- Melta Gun 10ft Cone Semi-Auto 50d10 Fire Charge Magazine (4) 4 2 1 or More Hits - -

Heavy Ranged Weapons

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Heavy Bolter 60ft/120ft Fully-Auto 1d12 Piercing + 8d10 Explosive Bolt Pack (500) - 5 1d2 Hits 1d6 Hits 1d8 Hits -
Heavy Flamer 50ft/100ft Single 10d10 Fire Fuel Pack (100) 15 1 1 or More Hits - - Ignited Fuel 20ft.
Plasma Cannon 60ft/120ft Semi-Auto 500d20 Plasma Charge Pack (50) 1 (8d10) 10 1 or More Hits - - Devouring 120ft
Multi-Metla 30ft Cone Semi-Auto 100d10 Fire Charge Pack (100) 6 3 1 or More Hits - - -
Rocket Launcher 240ft/480ft Single 100d10 Explosive 1 Missile - 1 1 or More Hits - - Explosive 20ft Tracking
Assault Cannon 40ft/80ft Fully-Auto 8d6 Piercing 1000 Bullet Pack - 1 1d6 Hits 1d10 Hits 1d20 Hits -
Lascannon 120ft/240ft Semi-Auto 100d10 Laser Energy Pack (100) 20 3 1 Hit - - -

Grenades

Name Range Fire Mode Damage Ammo Overheat Misfire Single Burst Auto Bonus
Frag Grenade 80ft. Thrown 10d6 Piercing + 4d8 Force 1 Grenade - 1 - - - Area of Effect - All creatures within 20ft range must make a dexterity saving throw (DC 18). On a success they take half damage.
Krak Grenade 40ft. Thrown 10d12 Force 1 Grenade - 1 - - - -
Plasma Grenade 60ft. Thrown 100d6 Plasma 1 Grenade - 5 - - - Area of Effect - All creatures within 30ft range must make a dexterity saving throw (DC 18). On a success they take half damage.

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