Las Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Las Pistol |
Pistol |
60m |
S/–/– |
1d10+2 E |
0 |
30 |
Full |
Reliable |
1.5kg |
50 |
Common |
Las Carbine |
Basic |
60m |
S/2/– |
1d10+2 E |
0 |
40 |
Full |
Reliable |
3kg |
75 |
Common |
Lasgun |
Basic |
100m |
S/3/– |
1d10+3 E |
0 |
60 |
Full |
Reliable |
4kg |
75 |
Common |
Long Las |
Basic |
150m |
S/–/– |
1d10+3 E |
1 |
40 |
Full |
Accurate, Reliable |
4.5kg |
100 |
Scarce |
MP Lascannon |
Heavy |
300m |
S/–/– |
5d10+10 E |
10 |
5 |
2Full |
— |
55kg |
5,000 |
Very Rare |
Las Carbine
Las carbines can be fired in one hand with only a
–10 penalty rather than the normal –20 for basic weapons.
Man Portable Lascannon
Lascannons require
separate power packs, which is why they are often crewed
by two or more people.
Recharging Power Packs
A reason for the large number of las weapons in the
Imperium is the relative abundance of ammunition.
Las power packs can be charged in the field from most
power sources. Characters may make a Tech-Use Test to
successfully charge any power pack if there is a suitable
power source available. The time the pack takes to charge
is determined by the power output of the source and
is ultimately up to the GM, but typically takes several
hours. Alternatively, power packs may be charged by
placing them in an open flame. This however takes at
least a day and permanently reduces the clip size by half
(this only occurs the first time it is charged in this way) as
well as removing a las weapon’s Reliable special quality,
or giving it the Unreliable special quality if it was not
Reliable to start with. Each time a pack is recharged in
this way there is a 30% chance it will be permanently
rendered useless.
Solid Projectile Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Autopistol |
Pistol |
30m |
S/–/6 |
1d10+2 I |
0 |
18 |
Full |
— |
2.5kg |
75 |
Common |
Stub Revolver |
Pistol |
30m |
S/–/– |
1d10+3 I |
0 |
6 |
2Full |
Reliable |
1kg |
40 |
Plentiful |
Stub Automatic |
Pistol |
30m |
S/3/– |
1d10+3 I |
0 |
9 |
Full |
— |
1.5kg |
50 |
Plentiful |
Hand Cannon |
Pistol |
35m |
S/-/- |
1d10+4 I |
2 |
5 |
2Full |
— |
3kg |
65 |
Average |
Autogun |
Basic |
90m |
S/3/10 |
1d10+3 I |
0 |
30 |
Full |
— |
3.5kg |
100 |
Average |
Hunting Rifle |
Basic |
150m |
S/–/– |
1d10+3 I |
0 |
5 |
Full |
Accurate |
5kg |
100 |
Scarce |
Shotgun |
Basic |
30m |
S/–/– |
1d10+4 I |
0 |
2 |
2Full |
Scatter, Reliable |
5kg |
60 |
Common |
Pump-Action Shotgun |
Basic |
30m |
S/–/– |
1d10+4 I |
0 |
8 |
2Full |
Scatter |
5kg |
75 |
Average |
Combat Shotgun |
Basic |
30m |
S/3/– |
1d10+4 I |
0 |
18 |
Full |
Scatter |
6.5kg |
150 |
Scarce |
Heavy Stubber |
Heavy |
120m |
–/–/10 |
1d10+4 I |
3 |
200 |
2Full |
— |
35kg |
750 |
Scarce |
Hand Cannon
These weapons produce ferocious recoil,
and unless fired two-handed, impose a –10 penalty to
Ballistic Skill Tests.
Heavy Stubber
Heavy stubbers can be used with an
ammunition drum (rather than belt fed), changing its clip size
to 40 and increasing is cost by 100 Thrones but decreasing its
reload time to a single Full Action.
Bolt Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Bolt Pistol |
Pistol |
30m |
S/2/– |
1d10+5 X |
4 |
8 |
Full |
Tearing |
3.5kg |
250 |
Rare |
Boltgun |
Basic |
90m |
S/2/– |
1d10+5 X |
4 |
24 |
Full |
Tearing |
7kg |
500 |
Very Rare |
Heavy Bolter |
Heavy |
120m |
–/–/10 |
2d10 X |
5 |
60 |
2Full |
Tearing |
40kg |
2,000 |
Very Rare |
Melta Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Inferno Pistol |
Pistol |
10m |
S/–/– |
2d10+4 E |
12 |
3 |
Full |
— |
2.5kg |
7,500 |
Very Rare |
Meltagun |
Basic |
20m |
S/–/– |
2d10+4 E |
12 |
5 |
2Full |
— |
8kg |
4,000 |
Rare |
Meltagun
As an alternative to using a meltagun with attached
canisters, you may instead have a backpack and feed line, which
doubles the clip size, adds 6 kg to the weight and increases the cost
by 100 Thrones.
Plasma Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Plasma Pistol |
Pistol |
30m |
S/–/– |
1d10+6 E |
6 |
10 |
4Full |
Recharge, Overheats |
4 kg |
4,000 |
Very Rare |
Plasma Gun |
Basic |
90m |
S/2/– |
1d10+6 E |
6 |
20 |
8Full |
Recharge, Overheats |
11 kg |
3,000 |
Very Rare |
Plasma Gun
As an alternative to using
a plasma gun with attached plasma flasks, you may instead have
a backpack and feed line, which doubles the clip size, adds 6 kg
to the weight and increases the cost by 100 Thrones.
Flame Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Hand Flamer |
Pistol |
10m |
S/–/– |
1d10+4 E |
2 |
2 |
2Full |
Flame |
3.5 kg |
200 |
Rare |
Flamer |
Basic |
20m |
S/–/– |
1d10+4 E |
3 |
3 |
2Full |
Flame |
6 kg |
300 |
Scarce |
Flamer
As an alternative
to using a flamer with an underslung canister, you may instead
have a backpack and fuel hose, which doubles the clip size,
adds 6 kg to the weight and adds 100 Thrones to the cost.
Primitive Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Bolas |
Thrown |
10m |
S/–/– |
— |
0 |
1 |
— |
Primitive, Snare, Innacurate |
1.5 kg |
10 |
Average |
Throwing Star/Knife |
Thrown |
5m |
S/–/– |
1d5 R |
0 |
1 |
— |
Primitive |
0.5 kg |
5 |
Plentiful |
Hand Bow |
Pistol |
15m |
S/–/– |
1d10 R |
0 |
1 |
Full |
Primitive |
1 kg |
200 |
Rare |
Flintlock Pistol |
Pistol |
15m |
S/–/– |
1d10+2 I |
0 |
1 |
3Full |
Primitive, Unreliable, Inaccurate |
4 kg |
10 |
Common |
Musket |
Basic |
30m |
S/–/– |
1d10+2 I |
0 |
1 |
5Full |
Primitive, Unreliable, Inaccurate |
7 kg |
30 |
Common |
Bow |
Basic |
30m |
S/–/– |
1d10 R |
0 |
1 |
Half |
Primitive, Reliable |
2 kg |
10 |
Common |
Sling |
Basic |
15m |
S/–/– |
1d10–2 I |
0 |
1 |
Full |
Primitive |
0.5 kg |
10 |
Plentiful |
Crossbow |
Basic |
30m |
S/–/– |
1d10 R |
0 |
1 |
2Full |
Primitive |
3 kg |
10 |
Common |
Sling
When using a sling to throw
grenades, replace the sling’s Damage with the effects of the
grenade but retain the weapon’s Range.
Launchers
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Grenade Launcher |
Basic |
60m |
S/–/– |
* |
* |
6 |
Full |
* |
9 kg |
500 |
Scarce |
RPG Launcher |
Heavy |
120m |
S/–/– |
* |
* |
1 |
Full |
* |
15 kg |
1,200 |
Rare |
*Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired.
Grenades
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
Frag |
Thrown |
SB×3 |
2d10 X |
0 |
Blast (4) |
0.5 kg |
10 |
Common |
Krak |
Thrown |
SB×3 |
2d10+4 X |
6 |
— |
0.5 kg |
50 |
Rare |
Blind |
Thrown |
SB×3 |
— |
0 |
Smoke |
0.5 kg |
25 |
Scarce |
Photon Flash |
Thrown |
SB×3 |
Special |
0 |
— |
0.5 kg |
60 |
Scarce |
Hallucinogen |
Thrown |
SB×3 |
Special |
0 |
— |
0.5 kg |
40 |
Rare |
Fire Bomb |
Thrown |
SB×3 |
1d10+3 E |
6 |
Blast (3) |
0.5 kg |
5 |
Plentiful |
Blind
Blind grenades explode with a burst of dense
smoke, IR bafflers and broadband EM-
spectrum chaff, all of which is designed to
block detection through the cloud. Sensors and
vision that would pierce normal smoke cannot
see through haze created by a blind grenade. In
calm conditions the cloud of smoke is roughly
3m wide and 2m tall and lasts 3 Rounds. In
high winds this may be reduced.
Blindness
Blind characters
automatically fail all Ballistic Skill Tests and any other test
that involves vision. Such characters take a –30 penalty
to all Weapon Skill, Dodge and Parry tests. Finally,
blind characters move at half their normal rates when
in unfamiliar environments as they must feel around to
make their way. Should they attempt to move faster, they
must succeed on a Difficult (–10) Agility Test or fall to
ground at the end of their Movement.
Hallucinogen
Anyone within 10 metres of a detonating
hallucinogen grenade must succeed on
a Difficult (–10) Toughness Test or be
overcome with delusions and hallucinations
for 1d10 Rounds. Whilst affected, on the character’s Turn, roll
d100. On a 50 or less, the character may act normally. On a
51–75, the character runs around screaming in response to some
perceived weirdness. On a 76 or higher, the character attacks the
closest creature to him, regardless of friend or foe, using whatever
weapons he has.
Optional Rule: When the character is first affected
by a hallucination grenade, you can roll on the Hallucinogen Effects Table below to see how the character
behaves for the next 1d10 Rounds.
Roll | Effect |
01–10 |
Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary
insects. The character counts as being Stunned. |
11–20 |
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. The character counts as being Stunned. |
21–30 |
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 (usually by assigning a number to a direction and rolling 1d10 to see where the character
shoots—a 1 is at the ground and a 10 is in the air). |
31–40 |
Nobody can see me! The character believes he is invisible and wanders aimlessly, pulling faces at those around him.
He waddles about in random directions each round, using a Full Action to move. The
character retains his Reactions. |
41–50 |
I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a ptera-squirrel. 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 damage or death being the most usual outcomes. |
51–60 |
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. |
61–70 |
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. |
71–80 |
I’ll take you all on! The character is filled with a burning rage and a desire for violence. The character enters a
Frenzy and attacks the closest opponent. |
81–90 |
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. |
91–100 |
The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly
winding its
way up and around 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 whatsoever, 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. |
Fire Bomb
A target struck by a fire bomb must make an Agility Test or catch on
fire
Photon Flash
Anyone within 15 metres of a photo flash grenade when it detonates must succeed on a Toughness Test or be blinded for 1d5 Rounds.
Throwing Grenades
Throwing grenades requires no special training or Talents
and is resolved using a Ballistic Skill Test just as if the
character was firing a weapon, including any modifiers
for range, visibility and the like.
Explosive Mishaps
Whenever a jam results from throwing a grenade or
firing a grenade, something unfortunate has happened.
Roll on the table below to find out the results.
Roll | Result |
1–5 |
Dud. The explosive or round fails to explode
and, in the case of grenade launchers, the weapon
must be reloaded before it can fire. |
6–8 |
“It might be ok…” Nothing happens. Roll
again on this table next round. |
9–0 |
BOOM! The round or explosive detonates
immediately. Centre the effect on the character.
If this was the result of firing a grenade launcher,
the grenade detonates in the barrel, having its
normal effect as well as destroying the weapon. |
Exotic Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
Needle Pistol |
Pistol |
30m |
S/–/– |
1d10 R |
0 |
6 |
Full |
Accurate, Toxic |
1.5 kg |
1,250 |
Very Rare |
Web Pistol |
Pistol |
30m |
S/–/– |
— |
0 |
1 |
Full |
Snare |
3.5 kg |
1,200 |
Rare |
Needle Rifle |
Basic |
180m |
S/–/– |
1d10 R |
0 |
6 |
2Full |
Accurate, Toxic |
2 kg |
1,000 |
Very Rare |
Webber |
Basic |
50m |
S/–/– |
— |
0 |
1 |
Full |
Blast (5), Snare |
8 kg |
1,800 |
Rare |
Needle Pistol
Needle pistols are virtually silent and have no muzzle flash.
Web Pistol
In addition to the normal effects
of Snare weapons, each time an ensnared character fails a Strength
or Agility Test to escape he imposes a cumulative –10 penalty on
future tests. Should this exceed –30, the character takes 1d5+1
Damage for each future failed test. The webbing breaks down on
its own and flakes away after 1d10 Rounds.
Needle Rifle
Needle rifles are virtually silent and have no muzzle flash.
Webber
In addition to the normal effects
of Snare weapons, each time an ensnared character fails a Strength
or Agility Test to escape he imposes a cumulative –10 penalty on
future tests. Should this exceed –30, the character takes 1d5+1
Damage for each future failed test. The webbing breaks down on
its own and flakes away after 1d5 hours.
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