Ranged Weapons IH
Las Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Civitas | Pistol | 25m | S/2/– | 1d10+1 E | 0 | 25 | Full | Reliable | 2kg | 40 | Common |
Duelling Las | Pistol | 30m | S/–/– | 1d10+4 E | 4 | 1 | Full | Accurate, Tearing | 1.7kg | 220 | Very Rare |
Fury | Pistol | 20m | S/2/5 | 1d10+2 E | 0 | 30 | Full | Reliable | 1.5kg | 100 | Scarce |
Hellpistol | Pistol | 35m | S/2/– | 1d10+3 E | 3 | 20 | 2Full | — | 4kg† | 140 | Rare |
Mark IV | Pistol | 70m | S/2/– | 1d10+3 E | 0 | 15 | Full | Accurate, Reliable | 1.75kg | 150 | Rare |
Palatine | Pistol | 20m | S/3/– | 1d10+2 E | 0 | 20 | Full | Reliable | 1.1kg | 100 | Average |
Series-S Venom | Pistol | 10m | S/–/– | 1d10+1 E | 0 | 15 | — | — | 0.5kg | 120 | Scarce |
Steel Burner | Pistol | 30m | S/–/– | 1d10+4 E | 2 | 10 | Full | — | 2.5kg | 100 | Very Rare |
Death Light | Basic | 80m | S/3/– | 1d10+5 E | 2 | 18 | Full | — | 7.2kg | 250 | Very Rare |
D’laku Hellgun | Basic | 100m | S/3/5 | 1d10+3 E | 4 | 40 | 2Full | — | 10kg | 500 | Very Rare |
Drusus Prime | Basic | 100m | S/2/– | 1d10+3 E | 0 | 50 | Full | — | 7kg | 50 | Common |
Hellgun | Basic | 110m | S/3/– | 1d10+4 E | 3 | 40 | 3Full | — | 6kg† | 180 | Rare |
Laslock | Basic | 70m | S/–/– | 1d10+4 E | 0 | 1 | Full | Unreliable | 4kg | 40 | Plentiful |
Mark III | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | 75 | Average |
Minerva-Aegis | Basic | 60m | S/4/8 | 1d10+2 E | 0 | 40 | Full | Reliable | 4.1kg | 150 | Scarce |
Roth Pattern | Basic | 120m | S/2/– | 1d10+2 E | 0 | 60 | Full | Reliable | 4kg | 175 | Rare |
Stormfront | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 5kg | 85 | Very Rare |
Twin Lasgun | Basic | 100m | S/2/– | 1d10+4 E | 0 | 18 | Full | Tearing, Unreliable | 7kg | 220 | Rare |
Multi-Laser | Heavy | 250m | –/–/10 | 3d10+3 E | 4 | 60 | 3Full | — | 50kg† | 2,000 | Scarce |
Duelling Las
The Duelling Las uses special single-shot cells rather than standard power packs; these cells are Rare items with a base cost of 20 Thrones each. The Duelling Las cannot be combined with an overcharge pack or an additional hot-shot charge.Hellpistol
Hellpistols are far more energy-hungry than standard las weapons and fed from power capacitor backpack units. They may use standard las weapon charge packs, but consume four charges per shot.Series-S Venom
the Venom does not use standard power packs. Instead its internal power cell must be recharged between uses (via a standard port).Steel Burner
Sollex weapons use standard power packs. However, owing to their more powerful charge, they get commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but dangerous. If this is done they become subject to the Overheats rule. Sollex weapons have Scarce Availability in Hive Magnogorsk and are Very Rare elsewhere.Death Light
Sollex weapons use standard power packs. However, owing to their more powerful charge, they get commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but dangerous. If this is done they become subject to the Overheats rule. Sollex weapons have Scarce Availability in Hive Magnogorsk and are Very Rare elsewhere.D’laku Hellgun
These weapons receive energy from a power capacitor usually attached to the backpack of the user's armour, but can use standard lasgun power packs if needed, although they will only get twelve shots from a pack before exhausting it. The D’laku hellgun as an availability of Scarce in the Lathe system and Very Rare on other Forge Worlds.Minerva-Aegis
The Minerva-Aegis is a las carbine. Las carbines can be fired in one hand with only a –10 penalty rather than the normal –20 for basic weapons.Hellgun
Hellguns are far more energy-hungry than standard las weapons and fed from power capacitor backpack units. They may use standard las weapon charge packs, but consume four charges per shot.Stormfront
The Stormfront lasgun features an integral bayonet and a wooden stock as part of its solid construction, and the rifle is balanced for the close-quarters fighting. The Stormfront counts as a spear when used in melee.Solid Projectile Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
.54 Tranter | Pistol | 30m | S/2/– | 1d10+5 I | 2 | 7 | Full | Unreliable | 3.5kg | 95 | Common |
Armsman-10 | Pistol | 35m | S/3/– | 1d10+3 I | 0 | 13 | Full | — | 1.5kg | 50 | Plentiful |
Carnodon | Pistol | 35m | S/3/– | 1d10+4 I | 2 | 6 | Full | Accurate | 2.5kg | 200 | Scarce |
Dorcas Pattern | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Half | — | 1.5kg | 150 | Rare |
Encarmine | Pistol | 20m | S/3/8 | 1d10 I | 0 | 24 | Full | — | 2kg | 90 | Average |
Fate Bringer | Pistol | 40m | S/–/– | 1d10+3 I | 2 | 5 | 2Full | Accurate, Reliable | 1.6kg | 200 | Rare |
Flametongue | Pistol | 20m | S/–/– | 1d10+6 I | 0 | 2 | 2Full | Primitive, Reliable | 2kg | 140 | Rare |
Hack Shotgun | Pistol | 10m | S/–/– | 1d10+4 I | 0 | 1 | 2Full | Inaccurate, Scatter, Tearing | 3kg | 60 | Common |
Hecuter | Pistol | 30m | S/3/6 | 1d10+3 I | 0 | 15 | Full | Reliable | 2kg | 175 | Average |
Irontalon | Pistol | 20m | S/2/5 | 1d10+2 I | 0 | 15 | Full | Primitive, Reliable, Tearing | 2kg | 150 | Rare |
Mariette | Pistol | 20m | S/2/– | 2d5+3 I | 0 | 1 | 2Full | — | 0.5kg | 400 | Rare |
Mercy Killer | Pistol | 20m | S/–/– | 1d10+2 I | 0 | 1 | 2Full | Inaccurate, Unreliable | 1kg | 10 | Plentiful |
Orthlack Mark IV | Pistol | 30m | S/–/6 | 1d10+4 I | 0 | 12 | Full | — | 2.5kg | 75 | Scarce |
Panoptic | Pistol | 35m | S/2/– | 1d10+3 I | 0 | 5(×2) | 2Full | Reliable | 2kg | 225 | Rare |
Phobos Stubber | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Full | — | 1.3kg | 50 | Plentiful |
Puritan-14 | Pistol | 20m | S/3/6 | 1d10+2 I | 0 | 14 | Full | — | 1.7kg | 100 | Scarce |
As shotgun | 15m | S/–/– | 1d10+4 I | 0 | 1 | Full | Scatter | ||||
Ripper Clip | Pistol | 20m | –/–/6 | 1d10+2 I | 0 | 12 | Full | Inaccurate, Unreliable | 3kg | 40 | Scarce |
Salvation | Pistol | 10m | S/3/– | 1d10 I | 0 | 7 | — | — | 0.7kg | 80 | Common |
Scalptaker | Pistol | 30m | S/–/– | 1d10+3 I | 0 | 6 | 2Full | Reliable | 2kg | 40 | Plentiful |
Shotgun Pistol | Pistol | 10m | S/–/– | 1d10+4 I | 0 | 1 | Full | Reliable, Scatter | 1kg | 60 | Average |
Stormchild | Pistol | 35m | S/–/– | 1d10+4 I | 2 | 5 | 2Full | — | 3kg | 65 | Average |
Talon Mark III | Pistol | 30m | S/2/6 | 1d10+2 I | 0 | 18 | Full | — | 2.3kg | 70 | Common |
Alcher Mark IV | Basic | 60m | S/–/10 | 1d10+3 I | 0 | 40 | Full | — | 3.5kg | 95 | Average |
Armageddon | Basic | 100m | S/2/6 | 1d10+4 I | 0 | 15 | Full | Reliable | 8.5kg | 100 | Average |
Blackhammer | Basic | 20m | S/–/– | 2d10 I | 0 | 1 | 2Full | Inaccurate, Scatter | 4.7kg | 250 | Rare |
Creed-9 | Basic | 50m | S/3/10 | 1d10+3 I | 0 | 35 | Full | — | 3.6kg | 115 | Average |
Ironclaw | Basic | 30m | S/2/– | 1d10+4 I | 0 | 12 | Full | Reliable, Scatter | 6.5kg | 80 | Scarce |
Meat Hammer | Basic | 30m | S/–/– | 2d5+6 I | 0 | 1 | 3Full | Scatter, Tearing | 5kg | 80 | Scarce |
Nomad | Basic | 250m | S/–/– | 1d10+5 I | 3 | 4 | Full | Accurate, Reliable | 10kg | 2,000 | Very Rare |
Slayer | Basic | 30m | S/–/– | 1d10+4 I | 0 | 6 | 3Full | Scatter | 3.5kg | 70 | Average |
Spectre | Basic | 80m | S/3/10 | 1d10+3 I | 0 | 20 (×3) | Full (each) | — | 6.5kg | 375 | Rare |
As shotgun | 30m | S/–/– | 1d10+4 I | 0 | 4 | 2Full | Scatter | ||||
Steadholder | Basic | 100m | S/–/– | 1d10+4 I | 0 | 6 | Full | — | 5kg | 60 | Plentiful |
Vanaheim | Basic | 40m | S/3/6 | 1d10+4 I | 0 | 15 | Full | Scatter | 8kg | 300 | Average |
Assault Cannon | Heavy | 120m | –/–/10 | 3d10+5 I | 5 | 200 | 2 Full | Tearing, Unreliable | 60kg | 7,000 | Very Rare |
Autocannon | Heavy | 300m | S/2/5 | 4d10+5 I | 4 | 20 | 2Full | — | 55kg | 1,000 | Scarce |
Shotcannon | Heavy | 40m | S/3/– | 2d10 I | 0 | 24 | 2Full | Scatter, Unreliable | 12kg | 700 | Scarce |
VI Crank Cannon | Heavy | 70m | –/–/5 | 1d10+5 I | 0 | 100 | 3Full | Unreliable | 38kg | 500 | Average |
.54 Tranter
Owing to their sheer ungainly size and recoil, as well as being classed as a hand cannon, unless the firer has a Strength Bonus of 4 or more, the Tranter counts as a Basic weapon and must be used with two hands. The weapon Jams on a roll of 94–00.Carnodon
The Carnodon is a hand cannon. Hand cannons, unless fired two-handed, impose a –10 penalty to Ballistic Skill Tests.Flametongue
The Flame tongue is a hand cannon. Hand cannons, unless fired two-handed, impose a –10 penalty to Ballistic Skill Tests. Flametongue rounds count as Exotic ammunition with the Primitive quality.Hack Shotgun
Although it only fires a single blast, it uses two shotgun shells at once (if loaded with a single shell it only inflicts 1d10+4 Damage without the Tearing ability).Irontalon
The pistol itself is very sturdy and designed to be used as a cudgel in emergences (treat as a club). The Irontalon’s specialised fragmenting ammunition is itself classed as Rare and valued at 30 thrones per clip on the black market (and may only be used with this pistol). Normal auto-rounds may be used if desired but if this is the case the Tearing and Primitive qualities do not apply to the damage.Mariette
Its four-chamber barrels are self-contained and the whole pistol is designed to easily break down into a handful of small parts. Disassembled, the Mariette can be easily concealed about the person or inside some innocuous object (such as a lamp or data-slate) with almost no chance of detection and be re-assembled to fire in mere seconds.The Mariette when disassembled and hidden is virtually impossible to find (–30 penalty on Search Tests) as the parts don’t show up on scanners or auspexes as weapons. The ammunition-barrel cylinders for the Mariette are themselves Rare items and cost a base price of 100 Thrones each.
Mercy Killer
If a Mercy Killer suffers a Jam result, roll 1d10. If the result is “9” the pistol explodes, inflicting its Damage on the firer and destroying the gun.Panoptic
These intricate automata-guns feature two separate ammunition cylinders and count as being fitted with a fire selector.Puritan-14
The Puritan may fire either as an autopistol or as a shotgun, but not both at once. If used as a shotgun, it imposes a –10 penalty on Ballistic Skill Tests if not used with two hands.Ripper Clip
Ripper Clips have a Common Availability in Hive Volg and are Scarce elsewhere.Salvation
The Salvation’s internal magazine rounds cannot actually be reloaded without partly dismantling the pistol first.Shotgun Pistol
The Shotgun Pistol is a hand cannon. Hand cannons, unless fired two-handed, impose a –10 penalty to Ballistic Skill Tests.Stormchild
The Stormchild is a hand cannon. Hand cannons, unless fired two-handed, impose a –10 penalty to Ballistic Skill Tests. The Stormchild is treated as a club if used as a melee weapon.Talon Mark III
Like most military autopistols, the Talon may also use an extended 30 round clip, but if this is the case, it may not be holstered and must be fired two-handed or the weapon imposes a further –10 penalty to Ballistic Skill Tests.Blackhammer
Such is the weapon’s ferocious recoil it imposes an additional –10 to hit unless the firer has a Strength Bonus of 4 or more or the weapon is braced. The Blackhammer’s shells count as Exotic ammunition.Ironclaw
These standard shipboard weapons are designed to resist the rigors of the void and have a reinforced, weighted stock, which can double as a club (1d10–2+SB I) if needed.Meat Hammer
Although the meat hammer has a clip of “1” listed, it actually takes three shotgun shells to load.Spectre
The Spectre may fire either as an autogun or shotgun, but not both during the same Action. The Spectre has three magazines and has a fire selector.Vanaheim
The Vanahiem shotgun features an inbuilt red-dot laser sight and a melee attachment in the shape of a retractable saw-bladed bayonet as standard.Assault Cannon
The barrels wear out quickly due to the intense heat generated by the internal motor that spins them, and normally require replacements after each mission to prevent jamming or catastrophic failure.Autocannon
An autocannon requires a team of two operators (firer and loader) for effective use.Shotcannon
These huge weapons generate a fearsome recoil when fired and must be securely mounted or fired from a braced position to be effectively used (-30 to hit otherwise).Bolt Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Garm Pattern | Pistol | 30m | S/2/– | 1d10+5 X | 4 | 8 | Full | Tearing | 4.5kg | 350 | Rare |
Mauler | Pistol | 30m | S/3/– | 1d10+5 X | 4 | 6 | Full | Reliable, Tearing | 2.75kg | 375 | Very Rare |
Sacristan Bolter | Pistol | 30m | S/2/– | 1d10+6 X | 4 | 6 | Full | Tearing | 3.3kg | 380 | Rare |
Spitfire | Pistol | 20m | S/–/– | 1d10+3 X | 0 | 3 | Full | Tearing, Unreliable | 3kg | 75 | Scarce |
Angelus | Basic | 100m | S/–/– | 2d10 X | 5 | 3 | 3 Full | Accurate, Tearing | 11kg | 2,000 | Very Rare |
Scourge Boltgun | Basic | 90m | S/2/– | 1d10+5 X | 4 | 24 | Full | Reliable | 10kg | 650 | Very Rare |
Mauler
Mauler pistols made by commission cost twice the listed price and count as Best quality weapons when used by the hand they were crafted for.Sacristan Bolter
Unless the firer has a Strength Bonus of 4 or more, the Sacristan imposes a –10 penalty on Ballistic Skill Tests due to its massive size and recoil.Spitfire
Spitfires use modified rocket-propelled distress flares fitted with a crude impact detonators in a pale imitation of a bolt shell, but are nevertheless still quite deadly. Spitfire rounds will ignite flammable materials and on Critical Hits their targets must Test Agility or be set on fire in addition to any other effect.Spitfire shells are also far from stable and any Jam result automatically incurs an Explosive Mishap (Damage is directed at the firer, who must Test Agility or be set on fire). Likewise if Spitfire ammunition is hit by an explosion or flame weapon, it may detonate (65% chance) dealing 1d10+3 points of Damage to the user.
Spitfire shells are themselves Scarce with a base cost of 5 Thrones per reload.
Scourge Boltgun
the Scourge comes equipped with a sarissa as the bayonet fixture. When used in close combat, a Scourge boltgun counts as a monoaxe.Melta Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Melta-Cutter | Basic | 10m | S/–/– | 2d10+4 E | 10 | 5 | 3Full | — | 30kg | 600 | Scarce |
Ultimo | Basic | 40m | S/–/– | 2d10+2 E | 8 | 5 | 2Full | — | 10kg | 2,500 | Very Rare |
Multi-Melta | Heavy | 60m | S/–/– | 4d10+12 E | 12 | 4 | 2Full | Blast (1) | 55kg | 8,500 | Very Rare |
Thermal Lance | Heavy | 10m | S/–/– | 2d10+4 E | 10 | 2 | 2Full | — | 14kg | 3,000 | Rare |
Melta-Cutter
The melta cutter has a maximum range of 10 metres. It also receives no bonus to hit for firing at closer ranges than this. Melta cutters require a Strength Bonus of 4 or more to be used effectively as a weapon. Weaker characters suffer a –10 BS penalty for each point of Strength Bonus below 4.Plasma Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Kronos | Pistol | 30m | S/–/– | 1d10+6 E | 6 | 10 | 4Full | Recharge | 4kg | 5,000 | Very Rare |
Maximal | 40m | S/–/– | 1d10+10 E | 6 | Overheats, Recharge | ||||||
Mark III Sunfury | Basic | 80m | S/2/– | 1d10+10 E | 6 | 10 | 2Full | Overheats, Recharge | 12kg | 3,000 | Very Rare |
Plasma Blaster | Basic | 60m | S/–/– | 2d10+6 E | 6 | 12 | 2Full | Overheats, Recharge, Unreliable | 20kg | 7,500 | Very Rare |
Plasma Cannon | Heavy | 120m | S/–/– | 2d10+10 E | 8 | 24 | 5Full | Overheats, Recharge, Unreliable | 38kg | 8,500 | Very Rare |
Maximal | 120m | S/–/– | 4d10+10 E | 8 | Blast (3), Overheats, Recharge, Unreliable |
Kronos
The Kronos has two settings: on the maximal setting it consumes three shots from the clip at once, and requires two Rounds after firing to recharge.Plasma Cannon
The Plasma Cannon can be fired in maximal mode, which consumes six shots worth of fuel.Flame Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Destroyer | Pistol | 15m | S/–/– | 1d10+5 E | 2 | 5 | 2Full | Flame | 2.1kg | 750 | Very Rare |
Burst | Basic | 5m | S/–/– | 1d5 E | 0 | 1 | 2Full | Flame, Primitive | 3kg | 50 | Scarce |
Gas Torch | Basic | 5m | S/–/– | 1d10+1 E | 2 | 5 | 2Full | Flame | 20kg | 150 | Scarce |
Stingray | Basic | 15m | S/–/– | 1d10+3 E | 2 | 4 | Full | Flame | 3kg | 100 | Average |
Tox Spray | Basic | 10m | S/–/– | 1d10 E | 0 | 3 | 3Full | Flame, Toxic | 8kg | 200 | Rare |
Voss Pattern | Basic | 20m | S/–/– | 1d10+5 E | 2 | 3 | 2Full | Flame, Toxic | 6kg | 300 | Very Rare |
Heavy Flamer | Heavy | 30m | S/–/– | 2d10+4 E | 4 | 10 | 2Full | Flame | 45kg | 1,000 | Rare |
Gas Torch
Gas torches use bulky, ill-protected canisters to carry their fuel. If an individual carrying a gas torch flamer suffers a Wounding hit to the body from the rear, there is a 50% chance that the canisters explode—treat this as a four metre blast, causing 2d10 E Damage, the wearer suffering double rolled Damage and catching fire.Stingray
Stingrays emit a powerful microwave beam in a wide arc. The radiation causes immediate blistering heat on exposed skin with no danger of harming most other objects. Even though a Stingray rifle has the Flame special quality it cannot set things on fire.Tox Spray
If the tox spray suffers a Jam (on a roll of 94–00), the weapon ruptures explosively, inflicting the weapon’s damage as a two metre blast with double rolled Damage to the user.Primitive Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Javelin | Thrown | 18m | S/–/– | 1d10† R | 1 | 1 | — | Primitive | 1kg | 8 | Plentiful |
Vibe Spear | Thrown | 10m | S/–/– | 1d10+2† R | 1 | 1 | — | Primitive, Snare, Special | 2kg | 14 | Uncommon |
Volonx Bone Bolas | Thrown | 8m | S/–/– | 1d5 I | 0 | 1 | — | Primitive, Snare, Toxic | 2kg | 12 | Rare |
Deuce Pistol | Pistol | 15m | S/2/– | 1d10+2 I | 0 | 2 | 3Full | Primitive, Unreliable | 2kg | 10 | Common |
Flick Bow | Pistol | 15m | S/–/– | 1d10 R | 0 | 1 | Full | Primitive, Special | 1kg | 30 | Scarce |
Catechist | Basic | 40m | S/–/– | 1d10+4 R | 3 | 5 | 2Full | Primitive, Special | 4kg | 750 | Rare |
Composite Bow | Basic | 40m | S/–/– | 1d10+2 R | 1 | 1 | Half | Accurate, Primitive | 3kg | 50 | Uncommon |
Drive Nailer | Basic | 5m | –/3/– | 1d10+1 R | 4 | 15 | 3Full | Primitive | 7kg | 50 | Common |
Heavy Crossbow | Basic | 80m | S/–/– | 1d10+4 R | 2 | 1 | 4Full | Primitive | 5kg | 75 | Rare |
Iocanthos Blunderbuss | Basic | 10m | S/–/– | 1d10+1 I | 0 | 1 | 5Full | Inaccurate, Primitive, Scatter, Unreliable | 4kg | 35 | Rare |
Longbow | Basic | 50m | S/–/– | 1d10+2 R | 2 | 1 | Half | Primitive | 3kg | 20 | Average |
Siskan Musket | Basic | 40m | S/–/– | 1d10+3 I | 0 | 1 | 5Full | Primitive | 8kg | 60 | Scarce |
Impaler | Heavy | 30m | S/–/– | 1d10+5 I | 2 | 1 | 2Full | Primitive, Unreliable | 22kg | 100 | Scarce |
Scrap Cannon | Heavy | 15m | S/–/– | 1d10+3 R | 0 | 1 | 3Full | Scatter, Unreliable | 40kg | 150 | Very Rare |
Vibe Spear
Any living creature injured by a vibe spear must pass a Challenging (+0) Toughness Test or also suffer 1 level of Fatigue. Successfully removing the spear requires a Challenging (+0) Medicae Test, with failure inflicting a further 1d5 Damage which does not get reduced by Toughness or Armour.Deuce Pistol
Most models of the deuce pistol feature separate triggers, one for each barrel, thus allowing the wielder to fire twice before having to reload. Typically, they can both be pulled at once—whether the powder takes or not is another matter.Flick Bow
Constructed so that its span folds inwards for easy concealment, a flick bow can be hidden in a boot, muffler or sleeve for use in unexpected and unpleasant situations. Before firing this weapon, you must spend a Half Action to “lock” the bow.Catechist
The special stake-bolts fired by the Catechist count as “holy” weapons, and so many have a particular effect on certain warp creatures (as will be noted in their description) and count as having the Tearing effect when used against targets with a Psy Rating or Sorcery. If more than 5 points of Damage are dealt after Armour and Toughness Bonus, the bolt becomes embedded in the victim. Removing the bolt by force deals an additional 1d5 points of Damage ignoring Armour and Toughness Bonus.Stake-bolts for the Catechist can only be acquired through the Holy Ordos itself, for the purposes of getting hold of them they have a base price of 50 Thrones each and Rare Availability.
Impaler
A Strength Bonus of at least 4 is required to operate the mechanism to reload an Impaler.Scrap Cannon
Loaded with nails, bolts and anything else nasty scraped from the underhive floor, ammo is essentially free. Individuals successfully hit with a scrap cannon must Test for Pinning. Scrap cannon are Very Rare items outside of the Underhive, and have Average availability in their depths.Launchers
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Gorge Grenade Launcher | Basic | 60m | S/–/– | † | † | 1 | 2Full | Reliable † | 8kg | 300 | Average |
Disposable Launcher | Heavy | 175m | S/–/– | † | † | 1 | — | † | 30kg | 800 | Rare |
Missile Launcher | Heavy | 250m | S/–/– | † | † | 1 | Full | † | 35kg | 1,200 | Scarce |
Disposable Launcher
These weapons normally come pre-loaded with a single frag or krak missile. Some disposable launchers come loaded with rocket-propelled frag or krak grenades instead—these versions are half the normal cost.Grenades and Missiles
Name | Class | Range | Dam | Pen | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|
Frag Missile | — | — | 2d10 X | 4 | Blast (6) | 0.5kg | 75 | Average |
Krak Missile | — | — | 3d10+10 X | 10 | Blast (1) | 0.5kg | 150 | Average |
Choke Gas | Thrown | SB×3m | Special | 0 | Blast (1d10+3) | 0.5kg | 40 | Scarce |
Inferno/Thermal
Grenade |
Thrown | SB×3m | 1d10+3 E | 6 | Blast (2) | 0.6kg | 60 | Rare |
Mark III FG | Thrown | SB×3m | 2d10 X | 0 | Blast (5) | 0.8kg | 10 | Scarce |
Nail Bomb | Thrown | SB×3m | 1d10+1 X | 0 | "Blast (2), Unreliable" | 1kg | 20 | Average |
Stun | Thrown | SB×3m | Special | 0 | Blast (3) | 0.2kg | 40 | Scarce |
Frag Missile
Frag missiles can only be used in missile launchers.Krak Missile
Krak missiles can only be used in missile launchers.Choke Gas
Each Turn that a character is caught in the blast radius of choke gas, they must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10 for 1d5–1 hours. Choke gas clouds linger for 1d5 × 3 minutes. Choke gas comes in the form of canister grenades and as launcher rounds.Inferno/Thermal Grenade
Inferno/Thermal Grenades can also be found in missile form.Stun
Anyone caught in a stun grenade’s blast must pass a Challenging (+0) Toughness Test or become Stunned for 1d5 Rounds. Photo-visors and sealed armour provide a +20 bonus to this Test.Exotic Weapons
Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special | Wt | Cost | Availability |
---|---|---|---|---|---|---|---|---|---|---|---|
Galvian Needler | Pistol | 30m | S/3/– | 1d10–1 R | 0 | 7 | Full | Toxic | 1kg | 950 | Very Rare |
Hypo Pistol | Pistol | 20m | S/–/– | 1d5+2† R | 2 | 3 | 2Full | — | 1kg | "1,000" | Scarce |
Shock Blaster | Pistol | 20m | S/2/– | 1d10+2 E | 4 | 7 | Full | Shock | 3kg | 650 | Rare |
Widower | Pistol | 35m | S/–/– | 1d10+3 R | 4 | 1 | Full | Accurate | 2kg | "1,000" | Rare |
Graviton Gun | Basic | 30m | S/–/– | special | — | 3 | 2Full | Blast (5) | 5kg | "3,500" | Very Rare |
Rad-Cleanser | Basic | 30m | S/–/– | 2d10+2 E | 7 | 20 | — | Blast (2), Recharge, Toxic | 26kg | 7,000" | Very Rare |
Aegis-Redback | Heavy | 80m | S/–/– | — | 0 | 4 | 3Full | Blast (6), Snare | 17kg | 2,000" | Rare |
Fedrid Razor Disk | Exotic | 10m | S/–/– | 1d10† R | 2 | 1 | — | Primitive | 0.5kg | 50 | Average |
Volonx Thunderclap | Exotic | 9m | S/–/– | 1d5+3 X | 0 | 1 | — | Blast (2), Inaccurate, Primitive, Unstable | 1 kg | 45 | Very Rare |
Galvian Needler
For an additional 300 Thrones, a modified Galvian can be bought fitted on a special hidden rig that is worn on the user’s forearm, fired by means of a special palm trigger. This version has the Concealable attribute.Hypo Pistol
The usual payload for a hypo pistol is strixis tincture, a powerful soporific, although, almost any chemical, toxin or even viral agent could be used. When filled with the strixis tincture, any living target damaged by the weapon must pass a Hard (–20) Toughness Test or fall comatose for 1d10 × 3 minutes. On a failure by three or more degrees, the target is comatose for 1d5 hours instead.Injector darts are designed not to unduly harm their targets. Roll for Damage as normal to overcome the target’s Toughness Bonus and Armour Points. Any Damage in excess is reduced to 1 point.
Hypo-pistol ammo is Scarce and each hypo-dart has a base cost of 8 Thrones each.
Shock Blaster
These weapons are configured to use standard laspistol power packs, though because of their high-energy requirements, they get only a relatively few shots from each pack.Widower
The profile listed here assumes a standard razor-dart, although poisoned or explosive darts are not unknown. Cadence supplies the weapon with an attachable frame-stock and a long-barrelled impellor that turns it into a two-handed Basic type weapon with a base range of 150m and a weight of 4.5 kg (although its Damage, etc., remains the same.)Razor darts are also Rare items with a base cost of 15 Thrones each.
Graviton Gun
Everything caught in the gun’s blast area is violently pressed to the floor and must take a Very Hard (–30) Strength Test or be knocked down. Being thrown to a solid surface from a standing position and forced to the ground in this way is enough to inflict 1d5 I (Primitive) Damage—treat this as effecting the Body location—although what the character or object is thrown against and how far they fall may well make this effect far worse.Additionally, anyone attempting to move or perform physical actions within the blast radius for 2d5 Rounds afterwards must first pass an Opposed Strength Test versus Strength 60 (Unnatural (×2)) each Round.
At the GMs discretion, the flux may shatter brittle objects, collapse loose flooring, rupture containment vessels, damage vehicles and machinery, plus wreak any other chaos deemed appropriate.
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