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Ranged Weapons IH

Las Weapons

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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
†Not including power backpack.  

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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
.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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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
Plus user’s Strength Bonus.  

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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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
Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired.  

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

 
NameClassRangeDamPenSpecialWtCostAvailability
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

 
NameClassRangeRoFDamPenClipRldSpecialWtCostAvailability
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
Plus user’s Strength Bonus.  

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.  

Rad-Cleanser

The “toxic” effect listed on this weapon’s profile actually represents massive radioactive contamination, and should be treated accordingly. Rad-cleansers must be reloaded by refuelling their bulky reactor-core units, which cannot be done during combat.  

Aegis-Redback

The Aegis-Redback is a 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.  

Fedrid Razor Disk

Numerous holes, made at 45 degree angles, pierce the disk’s surface so that when thrown the air passing through creates a low humming sound, allowing the hunter to follow the disc by sound as it disappears into the dense Fedrid undergrowth.  

Volonx Thunderclap

When thrown, the weapon flies in a wide circular arc and returns to the thrower if it does not strike a target, who then may catch it again without blowing themselves to pieces! Catching a missed thunderclap is a Challenging (+0) Agility Test. Failing this Test by three or more degrees will result in an Explosive Mishap.

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