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Weapon

Weapon

Weapon

Archeotech Laspistol

Belasco Dueling Pistol

Hellpistol
Lucius

Class: Pistol RoF: S/3/-

Critical: Energy Damage: 1d10+3

Class: Pistol RoF: S/-/-

Critical: Energy Class: Pistol RoF: S/2/Critical: Energy Damage: 1d10+4 Damage: 1d10+5
S 18 (+10), M 35, L 70 (-10), X 105 (-30)

S 45 (+10), M 90, L 180 (-10), X 270 (-30)

S 23 (+10), M 45, L 90 (-10), X 135 (-30)

Pen: 2 Clip: 70 Reload: Full


Weight: 4 Kg Cost: - Near Unique Accurate: Additional +10 to hit when used with an Aim action. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 4 Clip: 1 Reload: Full


Weight: 1.5 Kg Cost: - Very Rare Accurate: Additional +10 to hit when used with an Aim action. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 7 Clip: 40 Reload: 2 Full


Weight: 4 Kg Cost: - Rare Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Weapon

Weapon

Weapon

Hellgun
Lucius

Las Gauntlets

Lascarbine
Locke

Class: Pistol Class: Basic RoF: S/3/Critical: Energy Damage: 1d10+4


S 55 (+10), M 110, L 220 (-10), X 330 (-30)

Critical: Energy Class: Basic RoF: S/2/Critical: Energy Damage: 1d10+3 Damage: 1d10+4
S 30 (+10), M 60, L 120 (-10), X 180 (-30)

S 25 (+10), M 50, L 100 (-10), X 150 (-30)

RoF: S/4/-

Pen: 1 Clip: 20 Reload: Full


Weight: 3 Kg Cost: - Very Rare Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 7 Clip: 30 Reload: 2 Full


Weight: 6 Kg Cost: - Rare Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Basic: -20 to hit if not fired two-handed.

Pen: 0 Clip: 40 Reload: 2 Full


Weight: 2.5 Kg Cost: - Scarce Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Lasgun

Laspistol

Long-Las

Class: Basic RoF: S/3/-

Critical: Energy Damage: 1d10+3

Class: Pistol RoF: S/3/-

Critical: Energy Damage: 1d10+2

Class: Basic RoF: S/-/-

Critical: Energy Damage: 1d10+3

S 50 (+10), M 100, L 200 (-10), X 300 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 75 (+10), M 150, L 300 (-10), X 450 (-30)

Pen: 0 Clip: 60 Reload: Full


Weight: 4 Kg Cost: - Common Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Basic: -20 to hit if not fired two-handed.

Pen: 0 Clip: 30 Reload: Full


Weight: 1.5 Kg Cost: - Common Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 1 Clip: 40 Reload: Full


Weight: 4.5 Kg Cost: - Scarce Accurate: Additional +10 to hit when used with an Aim action. Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Autogun

Autopistol

Hand Cannon

Class: Basic RoF: S/3/10

Critical: Impact Damage: 1d10+3

Class: Pistol RoF: S/-/6

Critical: Impact Damage: 1d10+2

Class: Pistol RoF: S/-/-

Critical: Impact Damage: 1d10+4

S 45 (+10), M 90, L 180 (-10), X 270 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 18 (+10), M 35, L 70 (-10), X 105 (-30)

Pen: 0 Clip: 30 Reload: 2 Full


Weight: 3.5 Kg Cost: - Average Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Basic: -20 to hit if not fired two-handed.

Pen: 0 Clip: 18 Reload: Full


Weight: 2.5 Kg Cost: - Common Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). : No bonus gained from Aim action. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 2 Clip: 5 Reload: 2 Full


Weight: 3 Kg Cost: - Average Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Weapon

Weapon

Weapon

Heavy Stubber
Orthlack

Heavy Stubber
Ursid

Navy Pistol
Mars

Class: Heavy RoF: -/-/10

Critical: Impact Damage: 1d10+5

Class: Heavy RoF: -/-/10

Critical: Impact Damage: 1d10+5

Class: Pistol RoF: S/3/-

Critical: Impact Damage: 1d10+4

S 60 (+10), M 120, L 240 (-10), X 360 (-30)

S 60 (+10), M 120, L 240 (-10), X 360 (-30)

S 10 (+10), M 20, L 40 (-10), X 60 (-30)

Pen: 3 Clip: 200 Reload: 2 Full


Weight: 35 Kg Cost: - Average Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 3 Clip: 40 Reload: Full


Weight: 35 Kg Cost: - Scarce Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 0 Clip: 6 Reload: Full


Weight: 3 Kg Cost: - Scarce Tearing: Roll two dice for damage and take the best result. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Weapon

Weapon

Weapon

Naval Shotcannon

Pump-Action Shotgun

Shotgun

Class: Heavy RoF: S/3/-

Critical: Impact Damage: 2d10+4

Class: Basic RoF: S/-/-

Critical: Impact Damage: 1d10+4

Class: Basic RoF: S/-/-

Critical: Impact Damage: 1d10+4

S 20 (+10), M 40, L 80 (-10), X 120 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Pen: 0 Clip: 24 Reload: 2 Full


Weight: 7 Kg Cost: - Scarce Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Unreliable: Jams on roll of 91-00. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 0 Clip: 8 Reload: 2 Full


Weight: 5 Kg Cost: - Average Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Basic: -20 to hit if not fired two-handed.

Pen: 0 Clip: 2 Reload: 2 Full


Weight: 5 Kg Cost: - Common Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Stub Automatic

Stub Revolver

Boltgun
Locke

Class: Pistol RoF: S/3/-

Critical: Impact Damage: 1d10+3

Class: Pistol RoF: S/-/-

Critical: Impact Class: Basic RoF: S/2/4 Critical: Explosive Damage: 1d10+5 Damage: 1d10+3
S 45 (+10), M 90, L 180 (-10), X 270 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Pen: 0 Clip: 9 Reload: Full


Weight: 1.5 Kg Cost: - Plentiful Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 0 Clip: 6 Reload: 2 Full


Weight: 1 Kg Cost: - Plentiful Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 4 Clip: 24 Reload: Full


Weight: 7 Kg Cost: - Very Rare Tearing: Roll two dice for damage and take the best result. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Bolt Pistol
Ceres

Storm Bolter
Mars

Heavy Bolter
Solar

Class: Pistol RoF: S/2/-

Critical: Explosive Damage: 1d10+5

Class: Basic RoF: S/2/4

Critical: Explosive Damage: 1d10+5

Class: Heavy RoF: -/-/10

Critical: Explosive Damage: 2d10+2

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 45 (+10), M 90, L 180 (-10), X 270 (-30)

S 60 (+10), M 120, L 240 (-10), X 360 (-30)

Pen: 4 Clip: 8 Reload: Full


Weight: 3.5 Kg Cost: - Rare Tearing: Roll two dice for damage and take the best result. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 4 Clip: 60 Reload: Full


Weight: 9 Kg Cost: - Extremely Rare Storm: Doubles the number of hits inflicted on the target. Tearing: Roll two dice for damage and take the best result. Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Basic: -20 to hit if not fired two-handed.

Pen: 5 Clip: 60 Reload: Full


Weight: 40 Kg Cost: - Very Rare Tearing: Roll two dice for damage and take the best result. Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Weapon

Weapon

Weapon

Inferno Pistol
Mars

Meltagun
Mars

Meltagun
Mezoa

Class: Pistol RoF: S/-/-

Critical: Energy Damage: 2d10+8

Class: Basic RoF: S/-/-

Critical: Energy Damage: 2d10+8

Class: Basic RoF: S/-/-

Critical: Energy Damage: 2d10+8

S 5 (+10), M 10, L 20 (-10), X 30 (-30)

S 10 (+10), M 20, L 40 (-10), X 60 (-30)

S 10 (+10), M 20, L 40 (-10), X 60 (-30)

Pen: 13 Clip: 3 Reload: Full


Weight: 2.5 Kg Cost: - Very Rare Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 13 Clip: 5 Reload: 2 Full


Weight: 40 Kg Cost: - Rare Basic: -20 to hit if not fired two-handed.

Pen: 13 Clip: 10 Reload: 3 Full


Weight: 46 Kg Cost: - Rare Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Multi-Melta
Mars

Plasma Pistol
Ryza

Plasma Gun
Mezoa

Class: Heavy RoF: S/3/-

Critical: Energy Damage: 4d10+5

Class: Pistol RoF: S/2/-

Critical: Energy Damage: 1d10+6

Class: Basic RoF: S/2/-

Critical: Energy Damage: 1d10+7

S 30 (+10), M 60, L 120 (-10), X 180 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 45 (+10), M 90, L 180 (-10), X 270 (-30)

Pen: 13 Clip: 10 Reload: 2 Full


Weight: 40 Kg Cost: - Very Rare Blast (1): All within the weapon's blast radius in meters are hit. Roll Hit Location and Damage individually for each person affected. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 6 Clip: 10 Reload: 3 Full


Weight: 4 Kg Cost: - Very Rare Overheats: Unmodified roll of 91 or higher on to hit roll causes Overheat, see DH page 129. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 6 Clip: 40 Reload: 5 Full


Weight: 18 Kg Cost: - Very Rare Overheats: Unmodified roll of 91 or higher on to hit roll causes Overheat, see DH page 129. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

Plasma Cannon
Ryza

Hand Flamer
Mezoa

Flamer
Mezoa

Class: Heavy RoF: S/-/-

Critical: Energy Damage: 2d10+10

Class: Pistol RoF: S/-/-

Critical: Energy Damage: 1d10+4

Class: Basic RoF: S/-/-

Critical: Energy Damage: 1d10+4

S 60 (+10), M 120, L 240 (-10), X 360 (-30)

S 5 (+10), M 10, L 20 (-10), X 30 (-30)

S 10 (+10), M 20, L 40 (-10), X 60 (-30)

Pen: 8 Clip: 16 Reload: 5 Full


Weight: 40 Kg Cost: - Very Rare Blast (1): All within the weapon's blast radius in meters are hit. Roll Hit Location and Damage individually for each person affected. Overheats: Unmodified roll of 91 or higher on to hit roll causes Overheat, see DH page 129. Unreliable: Jams on roll of 91-00. Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 2 Clip: 2 Reload: 2 Full


Weight: 3.5 Kg Cost: - Rare Flame: No BS Test. All creatures in a 30 degree arc make Agility Test or are struck by flame and take damage. If damage is taken, the target must succeed on second Agility Test or catch file. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 2 Clip: 6 Reload: 2 Full


Weight: 6 Kg Cost: - Scarce Flame: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Basic: -20 to hit if not fired two-handed.

Weapon

Weapon

Weapon

heavy Flamer
Locke

Chain Axe

Chainsword
Hecate

Class: Melee Class: Heavy RoF: S/-/Critical: Energy Damage: 2d10+4 RoF:
S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Critical: Rending Class: Melee RoF: Critical: Rending Reload: Reload: Damage: 1d10+2 +SB

Damage: 1d10+4 +SB

Pen: 2 Clip:

Weight: 13 Kg Cost: - Average Tearing: Roll two dice for damage and take the best result. Melee: Can be used in Close Combat.

Pen: 2 Clip:

Pen: 4 Clip: 10 Reload: 2 Full


Weight: 20 Kg Cost: - Rare Flame: Damage depends on grenade type. Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Weight: 6 Kg Cost: - Average Tearing: Roll two dice for damage and take the best result. Balanced: +10 Parry. Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Power Axe
Mezoa

Power Fist
Mezoa

Power Maul
High

Class: Melee RoF:

Critical: Energy Reload:

Class: Melee RoF:

Critical: Energy Reload:

Class: Melee RoF:

Critical: Energy Reload:

Damage: 1d10+7 +SB

Damage: 2d10 +SBx2

Damage: 1d10+5 +SB

Pen: 7 Clip:

Pen: 9 Clip:

Pen: 4 Clip:

Weight: 6 Kg Cost: - Very Rare Power Field: When Parrying an attach made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker's weapon. Unbalanced: -10 when used to Parry. Melee: Can be used in Close Combat.

Weight: 13 Kg Cost: - Very Rare Power Field: When Parrying an attach made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker's weapon. Unwieldy: Cannot be used to Parry. Melee: Can be used in Close Combat.

Weight: 3.5 Kg Cost: - Very Rare Power Field: When Parrying an attach made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker's weapon. Shocking: If weapon causes damage, Test Toughness or Stunned (+10 bonus per AP). Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Power Maul
Low

Power Sword
Mordian

Officer's Cutlass

Class: Melee Class: Melee RoF: Critical: Energy Reload: Class: Melee RoF: Critical: Energy Reload: RoF: Damage: 1d10+1 +SB Damage: 1d10+5 +SB

Critical: Rending Reload:

Damage: 1d10 +SB

Pen: 0 Clip:

Pen: 2 Clip:

Pen: 5 Clip:

Weight: 3 Kg Cost: - Scarce Shocking: If weapon causes damage, Test Toughness or Stunned (+10 bonus per AP). Melee: Can be used in Close Combat.

Weight: 3.5 Kg Cost: - Very Rare Shocking: If weapon causes damage, Test Toughness or Stunned (+10 bonus per AP). Melee: Can be used in Close Combat.

Weight: 3 Kg Cost: - Very Rare Power Field: When Parrying an attach made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker's weapon. Balanced: +10 Parry. Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Shock Glove

Shock-Staff

Great Weapon

Class: Melee RoF:

Critical: Impact Reload:

Class: Melee RoF:

Critical: Impact Reload:

Class: Melee RoF:

Critical: Rending Reload:

Damage: 1d10 +SB

Damage: 1d5+3 +SB

Damage: 2d10 +SB

Pen: 0 Clip:

Pen: 0 Clip:

Pen: 0 Clip:

Weight: 1.5 Kg Cost: - Rare Shocking: If weapon causes damage, Test Toughness or Stunned (+10 bonus per AP). : Both hands and arms must be functional to use. May not be used in Two-Weapon Fighting action. Melee: Can be used in Close Combat.

Weight: 2 Kg Cost: - Rare Shocking: If weapon causes damage, Test Toughness or Stunned (+10 bonus per AP). : Both hands and arms must be functional to use. May not be used in Two-Weapon Fighting action. Melee: Can be used in Close Combat.

Weight: 7 Kg Cost: - Scarce Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Unbalanced: -10 when used to Parry. 2 Hands: Both hands and arms must be functional to use. May not be used in Two-Weapon Fighting action. Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Improvised

Knife

Shield

Class: Melee RoF:

Critical: Impact Reload:

Class: Thrown RoF:

Critical: Rending

Class: Melee RoF:

Critical: Impact Reload:

Damage: 1d10-2 +SB


Weight: 0 Kg Cost: - -

S 3 (+10), M 5, L 10 (-10), X 15 (-30)

Damage: 1d5 +SB


Weight: Kg Cost: -

Pen: 0 Clip:

Damage: 1d5 +SB Reload:

Pen: 0 Clip:

Pen: 0 Clip:

Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Unbalanced: -10 when used to Parry. Melee: Can be used in Close Combat.

Weight: 1 Kg Cost: - Plentiful Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Melee: Can be used in Close Combat. Thrown: Add Strength Bonus to Damage inflicted when Thrown.

Defensive: +15 to Parry, -10 to hit. Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Spear

Sword

Staff

Class: Melee RoF:

Critical: Rending Reload:

Class: Melee RoF:

Critical: Rending Reload:

Class: Melee RoF:

Critical: Impact Reload:

Damage: 1d10 +SB

Damage: 1d10 +SB

Damage: 1d10 +SB

Pen: 0 Clip:

Pen: 0 Clip:

Pen: 0 Clip:

Weight: 3 Kg Cost: - Common Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. 2 Hands: Both hands and arms must be functional to use. May not be used in Two-Weapon Fighting action. Melee: Can be used in Close Combat.

Weight: 3 Kg Cost: - Common Balanced: +10 Parry. Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Melee: Can be used in Close Combat.

Weight: 3 Kg Cost: - Plentiful Balanced: +10 Parry. Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. 2 Hands: Both hands and arms must be functional to use. May not be used in Two-Weapon Fighting action. Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Truncheon

Warhammer

Unarmed

Class: Melee RoF:

Critical: Impact Reload:

Class: Melee RoF:

Critical: Impact Reload:

Class: Melee RoF:

Critical: Impact Reload:

Damage: 1d10 +SB

Damage: 1d10+2 +SB

Damage: 1d5-3 +SB


Weight: 0 Kg Cost: - -

Pen: 0 Clip:

Pen: 1 Clip:

Pen: 0 Clip:

Weight: 2 Kg Cost: - Plentiful Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Melee: Can be used in Close Combat.

Weight: 4.5 Kg Cost: - Scarce Primitive: Targets AP is doubled, unless target's armor also has Primitive quality. Melee: Can be used in Close Combat.

Unarmed: Armor Points count double, inflicts 1 level of Fatigue Melee: Can be used in Close Combat.

Weapon

Weapon

Weapon

Grapple

Naval Shotcannon

Pump-Action Shotgun

Class: Melee RoF:

Critical: Impact Reload:

Class: Heavy RoF: S/3/-

Critical: Impact Damage: 2d10+4

Class: Basic RoF: S/-/-

Critical: Impact Damage: 1d10+4

Damage: 1d5-3 +SB


Weight: 0 Kg Cost: - -

S 20 (+10), M 40, L 80 (-10), X 120 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Pen: 0 Clip:

Pen: 0 Clip: 24 Reload: 2 Full


Weight: 7 Kg Cost: - Scarce Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Unreliable: Jams on roll of 91-00. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Heavy: -30 to hit if not Braced. Bracing takes Half Action and is lost if firer moves.

Pen: 0 Clip: 8 Reload: 2 Full


Weight: 5 Kg Cost: - Average Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Basic: -20 to hit if not fired two-handed.

Unarmed: Armor Points count double, inflicts 1 level of Fatigue Avoid: Opponent may use Reaction to Test Agility. Grapple: Opposed Strength Test to do Damage (DH 190). Release: Voluntarily ending the Grapple is a Free Action.

Weapon

Weapon

Weapon

Shotgun

Shotgun Pistol

Stub Automatic

Class: Basic RoF: S/-/-

Critical: Impact Damage: 1d10+4

Class: Pistol RoF: S/-/-

Critical: Impact Damage: 1d10+4

Class: Pistol RoF: S/3/-

Critical: Impact Damage: 1d10+3

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 5 (+10), M 10, L 20 (-10), X 30 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Pen: 0 Clip: 2 Reload: 2 Full


Weight: 5 Kg Cost: - Common Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Basic: -20 to hit if not fired two-handed.

Pen: 0 Clip: 1 Reload: Full


Weight: 1 Kg Cost: - Average Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Scatter: At Point Blank range, each 2 degrees of success scores another hit. Target's AP doubled at Long and Extreme ranges. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 0 Clip: 9 Reload: Full


Weight: 1.5 Kg Cost: - Plentiful Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Weapon

Weapon

Weapon

Stub Revolver

Boltgun
Locke

Bolt Pistol
Ceres

Class: Pistol RoF: S/-/-

Critical: Impact Class: Basic RoF: S/2/4 Critical: Explosive Damage: 1d10+5 Class: Pistol RoF: S/2/Critical: Explosive Damage: 1d10+5 Damage: 1d10+3
S 45 (+10), M 90, L 180 (-10), X 270 (-30) S 15 (+10), M 30, L 60 (-10), X 90 (-30)

S 15 (+10), M 30, L 60 (-10), X 90 (-30)

Pen: 0 Clip: 6 Reload: 2 Full


Weight: 1 Kg Cost: - Plentiful Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

Pen: 4 Clip: 24 Reload: Full


Weight: 7 Kg Cost: - Very Rare Tearing: Roll two dice for damage and take the best result. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Full Auto Burst: +20 to BS, additional hit for every degree of success. Jam on 94-00 (DH 190, RT 239). Basic: -20 to hit if not fired two-handed.

Pen: 4 Clip: 8 Reload: Full


Weight: 3.5 Kg Cost: - Rare Tearing: Roll two dice for damage and take the best result. Semi-Auto Burst: +10 to BS, additional hit for every two degrees of success. Jam on 94-00. Pistol: Can be used one-handed and in Close Combat. No targeting or range bonus/penalty in Close Combat.

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