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Ranged Weapons Core

Las Weapons

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeDamPenSpecialWtCostAvailability
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.  
RollEffect
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.  
RollResult
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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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