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Weapon
Weapon
Archeotech Laspistol
Hellpistol
Lucius
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)
Weapon
Weapon
Weapon
Hellgun
Lucius
Las Gauntlets
Lascarbine
Locke
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)
RoF: S/4/-
Weapon
Weapon
Weapon
Lasgun
Laspistol
Long-Las
Weapon
Weapon
Weapon
Autogun
Autopistol
Hand Cannon
Weapon
Weapon
Weapon
Heavy Stubber
Orthlack
Heavy Stubber
Ursid
Navy Pistol
Mars
Weapon
Weapon
Weapon
Naval Shotcannon
Pump-Action Shotgun
Shotgun
Weapon
Weapon
Weapon
Stub Automatic
Stub Revolver
Boltgun
Locke
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)
Weapon
Weapon
Weapon
Bolt Pistol
Ceres
Storm Bolter
Mars
Heavy Bolter
Solar
Weapon
Weapon
Weapon
Inferno Pistol
Mars
Meltagun
Mars
Meltagun
Mezoa
Weapon
Weapon
Weapon
Multi-Melta
Mars
Plasma Pistol
Ryza
Plasma Gun
Mezoa
Weapon
Weapon
Weapon
Plasma Cannon
Ryza
Hand Flamer
Mezoa
Flamer
Mezoa
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
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:
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
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
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
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
Critical: Rending
Pen: 0 Clip:
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
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
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
Pen: 0 Clip:
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
Weapon
Weapon
Weapon
Stub Revolver
Boltgun
Locke
Bolt Pistol
Ceres
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)