Pistols:
Autopistol: Range 12/24/48, Damage 2d6, AP 0, ROF 3, Ammo 24, STR d6
Bolt Pistol: Range 12/24/48, Damage 3d6, AP 4, ROF 1, Ammo 8, STR d6
Hand Cannon: Range 12/24/48, Damage 3d6, AP 2, ROF 1, Ammo 4, STR d6
Hand Flamer: Range Cone, Damage 2d8, AP 0, ROF 1, Ammo 6, STR d6, Flame
Hellpistol: Range 12/24/48, Damage 2d6+2, AP 1, ROF 1, Ammo 24, STR d6, Three-Round Burst
Inferno Pistol: Range 6/12/24, Damage 2d10, AP 8, ROF 1, Ammo 3, STR d6, Heavy
Laspistol: Range 12/24/48, Damage 2d6, AP 1, ROF 1, Ammo 36, STR d4, Three-Round Burst
Needle Pistol: Range 12/24/48, Damage 2d4, AP 0, ROF 1, Ammo 6, STR d4, Toxic (Lethal)
Plasma Pistol: Range 12/24/48, Damage 2d10, AP 4, ROF 1, Ammo 10, STR d6, Maximal, Overheat
Stub Gun: Range 12/24/48, Damage 2d6, AP 0, ROF 1, Ammo 6, STR d4
Web Pistol: Range 6/12/24, Damage 0, AP 0, ROF 1, Ammo 10, STR d4, Entangle
Rifles:
Autogun: Range 24/48/96, Damage 2d8, AP 0, ROF 3, Ammo 30, STR d4
Boltgun: Range 24/48/96, Damage 3d6+2, AP 4, ROF 3, Ammo 30, STR d8
Hellgun: Range 36/60/120, Damage 2d10, AP 3, ROF 1, Ammo 20, STR d6, Three-Round Burst
Lasgun: Range 36/60/120, Damage 2d8, AP 1, ROF 1, Ammo 30, STR d4, Three-Round Burst
Long-Las: Range 100/200/300, Damage 3d6, AP 4, ROF 1, Ammo 6, STR d6, Snapfire, Tactical Scope (reduce environmental attack penalties by 2)
Shotgun: Range 12/24/48, Damage 1/2/3d6, AP 0, ROF 1, Ammo 6, STR d4
Special Weapons:
Flamer: Range Cone, Damage 2d10, AP 0, ROF 1, Ammo 6, STR d6, Flame
Grenade Launcher: Range 30/60/90, Damage by grenade, AP -, ROF 1, Ammo 8, STR d8
Meltagun: Range 8/16/24, Damage 3d10, AP 8, ROF 1, Ammo 5, STR d8, Heavy
Naval Shotcannon: Range 12/24/48, Damage 1/2/3d6+1, AP 0, ROF 3, Ammo 12, STR d8
Needle Rifle: Range 80/180/240, Damage 2d6, AP 0, ROF 1, Ammo 6, STR d6, Snapfire, Toxic (Lethal)
Plasma Gun: Range 24/48/96, Damage 2d10, AP 4, ROF 1, Ammo 10, STR d6, Maximal, Overheat
Storm Bolter: +1 Shooting, Range 24/48/96, Damage 3d6+4, AP 4, ROF 4, Ammo 50, STR d10
Heavy Weapons:
Autocannon: Range 100/200/300, Damage 3d8, AP 3, ROF 3, Ammo 60, STR d12, Snapfire, Heavy
Heavy Bolter: Range 60/120/180, Damage 3d8, AP 5, ROF 3, Ammo 60, STR d10, Snapfire
Heavy Flamer: Range Cone +d6, Damage 2d10+2, AP 0, ROF 1, Ammo 10, STR d10, Flame
Heavy Stubber: Range 80/180/240, Damage 3d6, AP 1, ROF 4, Ammo 40, STR d8, Snapfire
Lascannon: Range 200/300/400, Damage 4d10, AP 12, ROF 1, Ammo 5, STR d10, Snapfire, Heavy
Missile Launcher: Range 100/200/300, Damage by missile, AP -, Ammo 1, STR d8, Snapfire
Multi-Melta: Range 12/48/72, Damage 4d10, AP 10, ROF 1, Ammo 10, STR d12, Medium Blast, Snapfire, Heavy
Plasma Cannon: Range 80/180/240, Damage 3d10, AP 6, ROF 1, Ammo 16, STR d10, Heavy, Maximal, Overheat, Small Blast, Snapfire
Grenades & Missiles:
Blind Grenade: Range 4/8/10, LBT, prevents vision into the area, fades on roll of 6 on 1d6 each round, 4+ or 5+ in windy conditions.
Frag Grenade: Range 4/8/10, Damage 2d6, AP 0, MBT
Frag Missile: Range -, Damage 2d6+2, AP 0, LBT
Krak Grenade: Range 4/8/10, Damage 4d6, AP 4 , Heavy
Krak Missile: Range -, Damage 4d8, AP 6, SBT, Heavy
Melta Bomb: Range 1/2/3, Damage 6d10, AP 12, Heavy, SBT, can only be used on vehicles or very large / immobile targets.
Plasma Grenade: Range 4/8/10, Damage 2d8, AP 2, SBT
Photon Flare: Range 4/8/10, MBT, Agility check or be blinded, Vigor roll at end of each turn to recover.
Web Grenade: Range 4/8/10, MBT, Web
Xenos Weapons:
Digi-Weapon: Acts as a needle pistol, inferno pistol, plasma pistol, hand flamer or laspistol with 1 ammo. Can only be identified as a weapon with a very close inspection.
Drukhari Splinter Pistol: Range 12/24/48, Damage 2d4 , AP 0 , ROF 3, Ammo, STR d4, Toxic (Mild)
Drukhari Splinter Rifle: Range 24/48/96, Damage 2d8, AP 0, ROF 3, Ammo, STR d4, Toxic (Mild)
Eldar Shuriken Catapult: Range 24/48/96, Damage 2d8, AP 5, ROF 1, Ammo, STR d4, Three-Round Burst
Eldar Shuriken Pistol: Range 12/24/48, Damage 2d4, AP 5, ROF 1, Ammo 40, STR d4, Three-Round Burst
Krootbow: Range 24/48/96, Damage 2d6, AP 3, ROF 5, Ammo 20, STR d6, Toxic (Mild)
Ork Shoota: Range 24/48/96, Damage 2d10, AP 2, ROF 3, Ammo 30, STR d8, More Dakka (must always fire at full ROF)
Ork Slugga: Range 6/12/24, Damage 2d8 , AP 2, ROF 1, Ammo 6, STR d6
Tau Pulse Rifle: Range 120/120/120, Damage 2d8, AP 2, ROF 3, Ammo 36, STR d4
Melee Weapons:
Chainsword: Damage STR +d10, AP 2, +1 Parry
Power Sword: Damage STR +d8, AP 6, +1 Parry
Power Axe: Damage STR +d10, AP 6, 2-handed, -1 Parry
Power Fist: Damage STR +d12, AP 6, -1 Parry, Heavy, character cannot use the hand holding this weapon without spending 30 seconds to remove the fist first.
Power Maul: Damage STR +d8, AP 2, Shock Field.
Shock Maul: Damage STR + d6, AP 0, Shock Field
Thunder Hammer: STR +d8, AP 2, Heavy, target must make a STR check or be knocked down.
Force Sword / Staff: Damage STR + d6, AP 2, +1 Parry, a psyker using this can spend 1-3 power points when an attack hits to add +1d6 damage to the hit per point, and give the weapon the Heavy property for that attack.
Ork Choppa: STR +d6, AP 2, -1 Parry, deals an additional d6 damage when used to make a Wild Attack.
Stryxis Ghostblade: 3d6. AP -, +1 Parry, Aether
Weapon Qualities:
Aether: This weapon passes harmlessly through non-living material. The damage from this weapon ignores artificial Armour (natural armour, a Daemonic Aura or armour from the Protection power still applies normally), does not add the Strength bonus, and has no effect on unliving targets or Construct enemies. The wielder of a melee weapon with this quality cannot use it to block physical attacks from artificial weapons, meaning they count as an Unarmed Defender unless they have another weapon. It still blocks natural weapons or psychic weapons.
Maximal: When fired, this weapon can use Maximal mode, and gains +4 damage. It cannot be used for one round afterwards as it recharges.
Overheat: On a critical failure, the weapon overheats after firing, and the user must either drop it or take a hit from the weapon. In either case, the weapon cannot be fired for one round as it cools.
Shock Field: A target hit must make a Vigor check or be Vulnerable for one round, or Stunned on a critical failure.
Toxic: If the target is Shaken or takes a wound from this weapon, they must make a Vigor check or suffer the listed type of Poison. No effect against unliving enemies.
Web: As the Entangle power with Hardness 7 and breakout rolls at -2, using the attack roll instead of the casting roll.
This message was last edited by the GM at 19:36, Tue 07 Dec 2021.