IMPORTANT: This represents the work of two people, and special credit goes to The Unspeakable One, who helped to develop this. Anyone is free to copy it (as with anything else on my site), but just don't pretend its your work. You'll only be fooling one person... Cheers.
Weapon | Type | Damage | Reach | ST | Weight | Cost |
Massive Axe | Cut | Sw+3 | 1,2 | 13 | 8lbs | 300 | Massive Club | Cr. | Sw+4 | 1,2 | 14 | 14lbs | 300 |
Massive Sword - Cut | Cut | Sw+3 | 1,2 | 12 | 7lbs | 300 |
Massive Sword - Impale | Imp | Thr+3 | 2 | " | " | " |
Club, etc | Cr. | Sw+1 | 1 | 10 | 3lbs | 200 |
Chainsword | Cut | 4d (2) | 1, 2 | 10 | 4lbs | 500 |
Chain / Flail | Cr. | Sw+4 | 1, 2 | 13 | 8lbs | 200 |
Sword - Cut | Cut | Sw+1 | 1 | 10 | 3lbs | 200 |
Sword - Impale | Imp | Thr+2 | 1 | 10 | " | " |
Knife - Cut | Cut | Sw-2 | C, 1 | - | 1lb | 100 |
Knife - Impale | Imp | Thr | 1 | - | " | " |
Power Sword - Cut | Cut | 5d (4) | 1 | 10 | 5lbs | 1000 |
Power Sword - Impale | Imp | 5d (4) | 2 | 10 | " | " |
Power Axe - 2 handed | Cut | 6d (4) | 2 | 13 | 8lbs | 900 |
Power Axe - 1 handed | Cut | 5d (3) | 1 | 13 | " | " |
Power Fist | Cr. | 8d (10) | C | - | 6lbs | 1900 |
Power Maul | Cr. | Var. | C, 1 | 9 | 5lbs | 900 |
The Power Sword uses a 'B' Cell and lasts for 12 minutes of continuous use.
The Power Fist uses a 'B' Cell and lasts for 10 minutes of continuous use. It also provides the hand and forearm with PD 6, DR 50.
The Power Maul can do damage in increments of 1d, up to a maximum of 5d. It always has a divisor of (4) and can strike 50 times on a 'B' Cell on 1d damage. Each additional die of damage uses an additional charge; e.g. 3d damage would use 3 charges. It can also be used to stun; the victim must make a HT roll minus the damage taken of be knocked unconscious for 20-HT minutes (minimum 1).
Weapon | Malf | Type | Dam | SS | Acc | 1/2D | Max | RoF | Shots | ST | Wt | Rcl | Cost | |
Autopistol | 15 | Cr. | 3d | 12 | 10 | 80 | 320 | 4 | 20 | 9 | 6 | -1 | 300 | |
Bolt Pistol | 14 | Cr. | 4d (2) | 10 | 6 | 80 | 320 | 3~ | 10 | 12 | 6 | -3 | 400 | |
Hand Flamer | 14 | Spcl | 4d (3) | 6 | 12 | - | 40 | 1 | 5 | 8 | 5 | - | 400 | |
Laspistol | Crit | Imp | 3d | 9 | 10 | 80 | 320 | 3~ | 60/C | - | 7 | - | 300 | |
Needle Pistol | 14 | Imp | 3d (2) | 9 | 10 | 80 | 320 | 3~ | 10 | - | 2 | -1 | 2300 | |
Plasma Pistol - Low Power | 15 | Spcl | 4d | 10 | 8 | 60 | 240 | 3~ | 45/C | 9 | 9 | - | 500 | |
Plasma Pistol - High Power | 15 | Spcl | 6d (2) | 10 | 8 | 60 | 360 | 3~ | 15/C | 9 | " | " | " | |
Stub Gun | 15 | Cr. | 3d | 9 | 4 | 80 | 320 | 3~ | 15 | 8 | 3 | -1 | 200 | |
Web Pistol | 14 | Spcl | Spcl | 5 | 6 | - | 80 | 1 | 3 | 10 | 2 | -1 | 2700 | |
All Bolt rounds do not have a maximum 'Blow-through' damage due to their explosive nature.
The Hand Flamer burns for 1d turns doing the normal 1d-1 fire (Spcl) damage. The fire can be smothered as normal.
All Plasma weapons recharge 1 low power shot every 2 turns and do double damage after penetrating armour (but aren't treated as Impaling).
The Stub Gun can fire Dum-Dum bullets doing 4d damage which reduces Malf to 14. Dum-Dums cost 40 credits per clip.
Weapon | Malf | Type | Dam | SS | Acc | 1/2D | Max | RoF | Shots | ST | Wt | Rcl | Cost |
Autogun | 15 | Cr. | 3d | 12 | 10 | 120 | 480 | 4 | 32 | 10 | 9 | -1 | 400 |
Boltgun | 14 | Cr. | 4d (2) | 14 | 8 | 120 | 480 | 3~ | 16 | 11 | 8 | -2 | 700 |
Lasgun | Crit | Imp | 3d (2) | 10 | 14 | 120 | 480 | 3~ | 30/C | - | 10 | - | 500 |
Shotgun - Solid | 15 | Cr. | 4d | 12 | 6 | 40 | 360 | 2~ | 16 | 12 | 8 | -3 | 400 |
Shotgun - Scatter Shot | 15 | Cr. | 3d | - | - | - | - | - | - | - | - | - | - |
Shotgun - Man-Stopper | 15 | Cr. | 4d (3) | - | 7 | - | - | - | - | - | - | - | - |
Hot Shot | 14 | Spcl | 4d | - | - | - | - | - | - | - | - | - | - |
Bolt | 14 | Cr. | 4d (2) | - | - | - | 480 | - | - | - | - | - | - |
Solid slugs and Man-Stopper rounds do double damage after penetrating armour.
Hot Shot rounds set the target alight for 1d-3 rounds doing the normal 1d-1 fire damage per round. The fire can be smothered normally.
Weapon | Malf | Type | Dam | SS | Acc | 1/2D | Max | RoF | Shots | ST | Wt | Rcl | Cost |
Flamer | 14 | Spcl | 4d (3) | 7 | 12 | - | 80 | 1 | 8 | 10 | 10 | - | 800 |
Grenade Launcher | 13 | Var. | Var. | 14 | 8 | - | 1200 | 1 | 4 | 12 | 12 | -4 | 2600 |
Melta-Gun | 15 | Spcl | 8d (5) | 5 | 16 | 60 | 240 | 1 | 45/D | 10 | 16 | - | 1900 |
Needle Rifle | 14 | Imp | 3d (2) | 13 | 9 | 160 | 640 | 3~ | 16 | - | 5 | -1 | 4900 |
Plasma Gun - Low Power | 15 | Spcl | 5d (2) | 12 | 7 | 60 | 360 | 1 | 18/C | 11 | 14 | - | 1400 |
Plasma Gun - High Power | 15 | Spcl | 7d (3) | 12 | 7 | 60 | 480 | 8 | 8/C | 11 | - | - | - |
The Grenade Launcher can fire a variety of grenades, see the Grenade descriptions in the Equipment section.
Weapon | Malf | Type | Dam | SS | Acc | 1/2D | Max | RoF | Shots | ST | Wt | Rcl | Cost |
Auto-Cannon | 15 | Cr. | 8d (4) | 14 | 14 | 200 | 1440 | 8 | 120 | 14 | 30 | -1 | 6000 |
Heavy Bolter | 13 | Cr. | 5d (3) | 16 | 9 | 200 | 800 | 12 | 120 | 15 | 30 | -3 | 3600 |
Heavy Plasma Gun - Low Power | 15 | Spcl | 7d (3) | 14 | 10 | 200 | 800 | 1 | 85/D | 14 | 50 | - | 5700 |
Heavy Plasma Gun - High Power | 15 | Spcl | 10d (10) | 15 | 10 | 200 | 1440 | 1 | 18/D | 14 | - | - | - |
Heavy Stub Gun | 15 | Cr. | 4d (2) | 15 | 12 | 200 | 800 | 12 | 180 | 13 | 50 | -2 | 2400 |
Lascannon | 15 | Imp | 9d (10) | 16 | 12 | 200 | 1200 | 1 | 20/D | 12 | 35 | - | 8000 |
Missile Launcher | 13 | Var. | Var. | 15 | 6 | 200 | 1440 | 1 | 7 | 13 | 35 | -2 | 3700 |
The Missile Launcher can fire a variety of missiles, see the Missile descriptions in the Equipment section.