Chapter 5 - Wargear =================== 5.1 Melee Weapons =-=-=-=-=-=-=-=-= +-------------+----+------------+-------------+-----------+-------+ | Type | S. | Avail. | I To Hit | Dam. | Parry | +=============+====+============+=============+===========+=======+ | Banshee Mask| E | 5% Eldar | - - | Spec. (1) | No | +-------------+----+------------+-------------+-----------+-------+ | Blades/Saws | - | 95% | - - | S+1d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Bonesword | (T)| N/A | - - | 6+1d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Chainfist | * | 40% Term. | - - | 10+2d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Chainsword | * | 65% | - - | 4+1d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Crozius | - | 20% Marines| - - | 5+2d6 | No | | Arcanum | | | | | | +-------------+----+------------+-------------+-----------+-------+ | Harlequin's | E | 30% Harl. | - - | Spec. (2) | No | | Kiss | | 10% Eldar | | | | +-------------+----+------------+-------------+-----------+-------+ | Lash Whip | (T)| N/A | - - | 4+1d6 | No | +-------------+----+------------+-------------+-----------+-------+ | Lighting | * | 65% Term. | - - | 8+2d6 | No | | Claws | | | | | | +-------------+----+------------+-------------+-----------+-------+ | Mandiblaster| E | 30% Eldar | +20 - | 1d6 | No | +-------------+----+------------+-------------+-----------+-------+ | Power Axe | - | 40% | - 2h: -10 | 6+1d6 | Yes | | | | | 1h: - | 5+1d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Power Fist | - | 10% Eldar | - - | 8+1d6 | No | | | | 20% others | | | | +-------------+----+------------+-------------+-----------+-------+ | Power Maul | - | 90% Adeptus Arbites | | | | | | Judges | - - | 5+1d6 | Yes | | | | 5% others | | | | +-------------+----+------------+-------------+-----------+-------+ | Power Sword | - | 50% | - - | 5+1d6 | Yes | +-------------+----+------------+-------------+-----------+-------+ | Rough Rider | (3)|30% Imperium| - - | 6+1d6 (4) | No | | Lance | | | | | | +-------------+----+------------+-------------+-----------+-------+ | Sword/ | - | 90% | - - | S+1d6 | Yes | | Hand Arms | | | | | | +-------------+----+------------+-------------+-----------+-------+ | Thunder | * | 60% Term. | - - | 3d6 (5) | Yes | | Hammer | | | | | | +-------------+----+------------+-------------+-----------+-------+ NOTES - MELEE WEAPONS (1) In the round in which the Eldar charges, his opponent is prone: he can parry, but he can't attack or dodge. (2) If it hits, roll 1d6 (with the normal chance of additional damage). If the amount of damage is greater than the protection factor of the armour, the target takes 3d6 Wounds, regardless of his T, unless he can Dodge. (3) Specialist Weapon - Lance as in WFRP. (4) The explosive tip explodes on impact when charging, and thereafter acts as a normal lance as in WFRP ie. a normal hand weapon causing S+1D6 damage. (5) Regardless of armour and T. 5.2 Pistols =-=-=-=-=-= +-------------+----+------------+-------+-------------+-----------+------+ | Type | S. | Avail. | Range | I To Hit | Dam. | S.F. | +=============+====+============+=======+=============+===========+======+ | Auto Pistol | - | 20% Eldar | 16/32 | +10 +10/0 | 3+1d6 | - | | | | 60% others | | | | | +-------------+----+------------+-------+-------------+-----------+------+ | Bolt Pistol | - | 30% Eldar | 16/32 | +10 +10/0 | 4+1d6 | - | | | | 80% others | | | | | +-------------+----+------------+-------+-------------+-----------+------+ | Hand Flamer | F | 20% Eldar | (1) | +10 - | 4+1d6 (1) | - | +-------------+----+------------+-------+-------------+-----------+------+ | Las Pistol | - | 95% | 16/32 | +10 +10/-10 | 3+1d6 | - | +-------------+----+------------+-------+-------------+-----------+------+ | Needle | - | 15% | 16/32 | +10 +10/0 | 3+1d6 (2) | - | | Pistol | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+ | Plasma | P | 20% | 12/36 | +10 +10/-10 | 6+1d6 | 1 | | Pistol | | | | (3) | | | +-------------+----+------------+-------+-------------+-----------+------+ | Shuriken | S | 85% Eldar | 12/24 | +10 +10/0 | 4+1d6 | - | | Pistol | | 10% others | | | | | +-------------+----+------------+-------+-------------+-----------+------+ | Spinefist | (T)| N/A | (5) | - 0/0 | 4+1d6 | (5) | +-------------+----+------------+-------+-------------+-----------+------+ | Stub Gun | - | 10% Eldar | 16/32 | +10 0/-10 | 3+1d6 | - | | | | 40% others | | | | | +-------------+----+------------+-------+-------------+-----------+------+ | Web Pistol | * | 30% | 8/16 | +10 0/-10 | Spec. (4) | - | +-------------+----+------------+-------+-------------+-----------+------+ NOTES - PISTOLS (1) The damage is fire damage (see WFRP). Target catches fire in 50% of cases. Damage is caused over a cone shaped area extending 8 yds from the weapon, with a maximum width of 5 yds. (2) Each dart of the pistol can bring three doses of a toxin (see WFRP), which takes effect if the weapon inflicts at least one point of damage. Besides this, the weapon behaves as the others. The available toxins are up to the GM. (3) The Plasma Pistol can shoot only once every other round. (4) If it hits, the target is entangled; each round the victim can try to free himself, if he scores 9 or more rolling a d6 and adding his strength; if he fails, he takes 1d6 damage. (5) Weapon range area is over a cone shaped area extending 16 yds from the weapon, with a maximum width of 5 yds. 5.3 Basic Weapons =-=-=-=-=-=-=-=-= +-------------+----+------------+-------+-------------+-----------+------+-------+ | Type | S. | Avail. | Range | I To Hit | Dam. | S.F. | Blast | +=============+====+============+=======+=============+===========+======+=======+ | Adeptus | - | 60% Adeptus| 4/36 | - Var. | | Arbites | | Arbites| Solid shell: 0/-10 5+1d6 (1) - - | | Shotgun | | | Scatter shot: 0/-10 4+1d6 (1) - 2 yds | | | | | Executioner: -10/+10 6+1d6 - - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Autogun | - | 20% Eldar | 24/48 | - +10/0 | 4+1d6 | - | - | | | | 60% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Auxillary | | 20% | 12/24 | -20 0/-10 | Var. (6) | - | Var. | | Gren. Lchr | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Boltgun | - | 30% Eldar | 24/48 | - +10/0 | 4+2d6 | - | - | | | | 80% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Bow | - | 30% | 24/48 | - 0/-10 | 3+1d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Crossbow | - | 20% | 32/64 | - 0/-10 | 4+1d6 (2) | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Deathspinner| E | Eldar Warp | (13) | - 0/0 | Spec.(13) | - | (13) | | | | Spider only| | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Deathspitter| (T)| N/A | 24/64 | - +10/0 | 6+1d6 (3) | - | (3) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Devourer | (T)| N/A | 12/36 | - 0/0 | 2d6 | 2 | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Flamer | F | 20% Eldar | (3) | - 0/0 | 4+2d6 (4) | - | (4) | | | | 30% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Flamespurt | (T)| N/A | (3) | - 0/0 | 5+1d6 (4) | - | (4) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Fleshborer | (T)| N/A | 16/32 | - +10/0 | 4+1d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Flesh Hooks | (T)| N/A | 16/32 | - 0/0 | 4+1d6 (5) | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Frag | (V)| N/A | N/A | - N/A | 4+1d6 (14)| - | 2 yds | | Defenders | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Gauss | (N)| N/A | 24/48 | - +10/0 | 5+4d6 | - | - | | Blaster | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Gauss Flayer| (N)| N/A | 24/48 | - +10/0 | 4+3d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Graviton Gun| * | 5% | 16/32 | -20 +10/0 | Spec. (6) | - | 2 yds | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Grenade | * | 30% | 40/120| -20 0/-10 | Var. (7) | - | Var. | | Launcher | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Handbow | - | 15% | 16/32 | -20 0/-10 | 4+1d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Las Gun | - | 90% | 24/48 | +10 +10/0 | 6+1d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Laser Lance | E | 5% Eldar | 12/24 | - +10/0 | 5+2d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Melta Gun | - | 30% Eldar | 12/24 | -20 +10/0 | 8+3d6 | - | - | | | | 10% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Musket | BP | 20% | 24/48 | - 0/-10 | 3+1d6 | - | - | | | | | | (8) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Needle | - | 10% | 32/64 | - +10/0 | 5+1d6 (9) | - | - | | Rifle | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Ripper Gun | - | 15% | 12/24 | - +60/-20 | 4+1d6 | 2 | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Pack Grenade| E | 20% Eldar | 16/32 | - 0/-10 | Var. (7) | - | Var. | | Launcher | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Plasma Gun | P | 25% | 12/48 | - +10/0 | 7+1d6 | 1 | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Shotgun | - | 5% Eldar | 8/36 | +20 0/-10 | 4+1d6 | - | - | | | | 35% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Shuriken | S | 85% Eldar | 24/48 | - +10/0 | 6+1d6 | 1 | - | | Catapult | | 10% others | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Spike Rifle | (T)| N/A | 24/48 | - 0/0 | 5+1d6 | - | - | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Staff of | (N)| N/A | 12/24 | - +10/0 | 5+5d6 | - | - | | Light | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Storm Bolter| * | 90% Term. | 24/48 | - +10/0 | 6+3d6 | 1 | (10) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Strangleweb | (T)| N/A | (11) | - 0/0 | Spec.(11) | - | (11) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Swooping Hawk | 10% Eldar | 16/32 | - 0/0 | Var. (7) | - | Var. | | Grenade Pack| E | | | | | | (6) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Tomb Spyder | (N)| N/A | 12/24 | - +10/0 | 5+5d6 | - | - | | Particle | | | | | | | | | Accelerator | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Wraith | E | Eldar Wraithguard | - 0/0 | Spec.(12) | - | - | | Cannon | | Only | 16/32 | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ NOTES - BASIC WEAPONS (1) Solid and scatter shells are sufficiently heavy to knock targets back or cause them to lose balance. Targets hit must test on Dex or be knocked back 2 yards. Failing the test by 30 or more means the target loses his balance and falls over. Getting back up requires a round during which no other actions may be attempted. (2) One round to load, one round to shoot (3) The stated damage is inflicted on the direct target. 50% chance of corrosive slime splattering on any in 4 yd radius, causing a S3 hit. (4) The damage caused is fire damage (see WFRP on page 0). The target catches fire in 50% of cases when hit by a Flamer, but never when hit by a tyranid Flamespurt. Damage is caused over a cone shaped area extending 16 yds from the weapon, with a maximum width of 5 yds. (5) Targets hit by a flesh hook must test on 2xS test or be tragged 2D6 yards towards the Lictor. This may pull the target into melee range of the Lictor. (6) When hit by a Graviton Gun, the target must roll 1d10; if the result is higher than his toughness, the victim dies because of the weight increase, otherwise is prone(?) for 1d6 hours. (7) Roll on the grenades table to determine ammunition. (8) One round to load, one round to fire. It requires Specialist Weapon - Black Powder weapons. (9) It works as the needle pistol. (10) With machinegun ammunition, 6+1d6 and an area of effect of 2m radius. (11) Weapon range area is over a cone shaped area extending 8 yds from the weapon, with a maximum width of 5 yds. Targets in the area must test on S or be caught in a net of sticky strands that wrap around the target and immobilise it. Targets may struggle further, rolling on S. Success means they break free, failure results in the web tightening, causing 1d6 automatic damage. (12) As the Wraith-cannon works by distorting space where it hits, the target is either physically moved but otherwise unharmed, or destroyed (either torn apart by the force or sucked into the warp). Roll D6: on a roll of 1-4 all in the target area are destroyed. Otherwise, the target is moved 4D6 yds in a random direction. Roll D100: 01-25 -> Target is moved 4D6 yds into the air. Standard falling damage. 26-75 -> Target is displaced 4D6 yards horizontally. 76-00 -> Target is moved 4D6 yds underground. If this takes the target into solid material (eg. solid rock), the co-existance of molecules causes a massive explosion - all within a 4 yd radius take a S6 hit. (13) Damage range area is over a cone shaped area extending 22 yds from the weapon, with a maximum width of 7 yds. Targets int the area are hit automatically unless an I test is passed to dodge the spinner cloud. Victims hit are automatically killed unless wearing some form of sealed armour, and if not killed are pinned (unabled to move) for the remainder of the round. (14) Frag defenders fire straight up scattering shrapnel around the vehicle they are mounted on. Anyone within 2 yards of the vehicle takes a S4 hit. After two shots the launcher is empty. 5.4 Heavy Weapons =-=-=-=-=-=-=-=-= +-------------+----+------------+-------+-------------+-----------+------+-------+ | Type | S. | Avail. | Range | I To Hit | Dam. | S.F. | Blast | +=============+====+============+=======+=============+===========+======+=======+ | Assault | * | 20% Term. | 24/64 | - -10/0 | 8+5d6 (1) | 3 | - | | Cannon | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Auto Cannon | * | 5% Eldar | 40/144| - -20/0 | 8+3d6 | 1 | - | | | | 15% others | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Barbed | (T)| N/A | 36/72 | - 0/-10 | Spec. (2) | | 6 yds | | Strangler | | | | | | | (2) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Gauss | (N)| N/A | 36/72 | - - | 6+4d6 | - | - | | Cannon | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy | * | 10% Eldar | 40/80 | -30 -20/0 | 6+2d6 | 2 | - | | Bolter | | 40% others | |(M-1) | | (3) | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy | * | 25% Term. | (4) | -30 -20/0 | 5+2d6 | - | (4) | | Flamer | | | | | (4) | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy Gauss | (N)| N/A | 18/72 | - - | 9+7d6 | - | - | | Cannon | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy | * | 15% |lo:40/80 -30 -20/0 | lo energy 7+2d6 | 3 yds | | Plasma Gun | | |hi:40/144 (M-2) | hi energy 10+5d6 | 3 yds | | | | | | | (5) | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy Stub | * | 5% Eldar | 40/80 | -30 -20/0 | 5+1d6 | 2 | - | | Gun | | 35% others | |(M-1) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy | * | 20% | 24/48 | -30 -20/0 | Spec. (6) | - | 4 yds | | Webber | | | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Las Cannon | * | 15% | 40/120| -30 -10/0 | 9+7d6 | - | - | | | | | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Mortar | * | 10% Imp.Gd.| 120 | - 0/0 | 5+d6 | - | 4 yds | | | | | (11) | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Multimelta | * | 5% Eldar | 24/48 | -30 -10/0 | 8+13d6 | - | 4 yds | | | | 15% others | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Missile | * | 25% | 40/144| -30 -20/0 | (7) | - | - | | Launcher: | | | |(M-1) | | | | |* Super Krak | - | 15% | | - - | 8+6d6 | - | - | |* Frag | - | 50% | | - - | 4+1d6 | - | 4 yds | |* Melta | - | 20% | | - - | 8+3d6 | - | 2 yds | |* Blind | - | 30% | | - - | Spec. | - | 4 yds | |* Anti Plant | - | 15% | | - - | Spec. | - | 4 yds | |* Plasma | - | 30% | | - - | 5+2d6 | - | 3 yds | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Multi Laser | * | 20% | 40/120| -30 -10/0 | 6+2d6 | 3 | - | | | | | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Shuriken | * | 40% Harl. | 40/80 | -30 -10/0 | 5+2d6 (8) | 2 | - | | Cannon | | 15% other Eldar | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Terminator | * | 15% Term. | 40/144| - -10/+10 | 8+5d6 | - | (10) | | Cyclone | | | | (9) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Venom | (T)| N/A | 32/64 | -10 - | 8+5D6 | - | (12) | | Cannon | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ NOTES - HEAVY WEAPONS (1) Risk of explosion if it jams; see Wargear, p.34. (2) Characters hit directly by the seed pod face a S4 hit. If this wounds at all, the target is torn apart by the strangler in it's brief period of accelerated growth. Roll a percentile die for anything within 6 yds of where the seed pod hit: anything in that range has a 50% chance of being caught by the strangler. Victims caught must pass a S test or be trapped for at least one round. Trapped victims may make an additional S test every round until freed. Victims count as prone while trapped. (3) With Hellfire shell it does not have sustained fire, but inflicts 3d6 damage, regardless of Toughness, (not of armour) to organic creatures. Other targets within 4m may be hit (see Wargear, p.35). (4) It causes fire damage (see WFRP, p.0). The target catches fire in 50% of cases. Damage is caused over a cone shaped area extending 22 yds from the weapon, with a maximum width of 7 yds. (5) After shooting at high energy, Heavy Plasma Gun needs 5 rounds to recharge. (6) Cast a web with a radius of 2" (5 yards?). The targets are entangled (see Web Pistol in the Pistol table). (7) Roll again to see the kind of ammunition. (8) With Shrieker ammunitions, roll 1d6+3. If the damage is higher than the armour, the victim is affected from the serum (see Wargear, p.44). (9) It can be used only by a character with Terminator Armour. If the character does not use the laser targeteer, it has -20/0 to hit but it can shoot also with another weapon. (10) It has 20 missiles, and it can shoot one or more at the same time. See Wargear, p.46. Area of effect is equal to 1m for each missile shot. (11) The Mortar can fire *anywhere* within 120 yds, and does not require line of sight. However the player must specify exactly where the mortar is firing. If the BS roll is failed the shot scatters 2D6 yds in a random direction. Minimum range is 24 yds. (12) The Venom Cannon fires high velocity corrosive poison, shattering and fragmenting as it strikes its target. The first hit strikes the designated target, splatters D6 yds in a random direction, where it shatters again, and so on until up to three splatters have taken place. Each hit inflicts 1D10+8 damage. 5.5 Support Weapons =-=-=-=-=-=-=-=-=-= +-------------+----+------------+-------+-------------+-----------+------+-------+ | Type | S. | Avail. | Range | I To Hit | Dam. | S.F. | Blast | +=============+====+============+=======+=============+===========+======+=======+ | Battle | * | N/A | 40/144| - 0/0 | 8+7d6 | - | 4 yds | | Cannon | (V)| | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Conversion | * | N/A | 40/80 | - 0/-10 | Spec. (3) | - | Var. | | Beamer | | (1) | |(M-2) (2) | | | (4) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Demolisher | * | N/A | 24/48 | - 0/0 | 10+7d6 | - | 6 yds | | | (V)| | | (16) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Distort | E | Eldar only | 32/64 | - 0/0 | Spec. (6) | - | 4 yds | | Cannon | | (5) | |(M-2) | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Earthshaker | (V)| N/A | 40/300| - 0/0 | 8+7d6 | (13) | - | | Artillery gun | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Heavy Mortar| * | N/A | 96 | - 0/0 | Var. based on shell type | | | (V)| | (15) | | Frag 3+1d6 - 6 yds | | | | | | | Inferno 5+2d6 - 4 yds | | | | | | | Melta 8+5d10 - 2 yds | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Gauss Flux | (N)| N/A | 12/24 | - +10/0 | 5+4d6 | - | - | |Arc Projector| | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Inferno |F(V)| N/A | (14) | - 0/0 | 6+4d6 | - | (14) | | Cannon | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Particle | (N)| N/A | 12/48 | - +10/0 | 9+5d6 | - | - | | Whip | | | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Rapier Laser| * | N/A | 36/144| - +10/0 | 9+11d6 | - | - | | Destroyer | (V)| (1) | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Mole Mortar | * | Squats/Imp.| 48/144| - N/A | Var. (8) | - | Var. | | | | | (7) |(M-2) | | | (8) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Scatter | E | Eldar only | 40/120| - 0/0 | 6+2d6 | (9) | - | | Laser | | (5) | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Tarantula | * | N/A | Var. | Var. Var. | Var. (10) | Var. | Var. | | | | (10) | (10) | (10) (10) | | (10) | (10) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Thudd Gun | * | N/A | 24/144| - 0/-10 | Spec. (11) | +-------------+----+------------+-------+-------------+-----------+------+-------+ | Vibro-cannon| E | Eldar only | 40/144| - 0/0 | Spec.(12) | - | (12) | | | | (12) | | | | | | +-------------+----+------------+-------+-------------+-----------+------+-------+ NOTES - SUPPORT WEAPONS (1) Can only move under its' own power, at an effective M of 4. The radio control box used has a range of 4 yds. Because only a single control signal can be sent the Beamer at a time, it cannot fire in the same round it moves. (2) Because the Beamer takes a few moments to build up its power, an additional modifier is applied based on the targets' Initiative. An additional penalty is applied to the Hit roll equal to the targets I minus 30. (eg. if the target had I 40, the firer would be subject to an additional -10 penalty) (3) Because the Beamer works by converting its targets' mass to energy, T offers no resistance, and if hit the target is either unaffected or destroyed in moments. If the hit roll succeeds, the target must make an I test. Success means the target dived out of the way, failure means they are vaporized. (4) The beam diverges, and so blast area varies according to the range of the target as follows: 0-40 yards -> 3 yds blast 40-60 yards -> 4 yds blast 60-80 yards -> 6 yds blast (5) Mounted on anti-grav platform(s). May only move under it's own gravitic power, at M 4. Additionally, it can only fire every 2 rounds. (6) As the D-Cannon works by distorting space where it hits, the target is either physically moved but otherwise unharmed, or destroyed (either torn apart by the force or sucked into the warp). Roll D6: on a roll of 1-4 all in the target area are destroyed. Otherwise, the target is moved 4D6 yds in a random direction. Roll D100: 01-25 -> Target is moved 4D6 yds into the air. Standard falling damage. 26-75 -> Target is displaced 4D6 yards horizontally. 76-00 -> Target is moved 4D6 yds underground. If this takes the target into solid material (eg. solid rock), the co-existance of molecules causes a massive explosion - all within a 4 yd radius take a S6 hit. (7) Cannot be less than 24 yds. (8) Roll D6: 1 -> Off target due to faulty guidance system. Roll a further D6 - 1-3=veers to left, 4-6=veers to right. 2 -> Airburst. Emerges on target and explodes with an airburst. Blast of 6 yds radius causing S3 hit. 3-4 -> Surface burst. Explodes as it breaks the surface on target. Blast of 4 yds radius causing S4 hit. 5 -> Ground burst. Explodes while still partially embedded in the ground. Blast of 2 yds radius causing S4 hit. Creates crater of depth and radius 2 yds, parts of any buildings over crater will collapse. 6 -> Subterranean burst. Explodes deep under the ground. Blast of 2 yds radius causing S3 hit. Creates crater as Ground burst. (9) May fire up to 3 shots per round, however the second is subject to an additional -10 BS and the third -20 BS (not cumulative). (10) Mounted on anti-grav feet. May only move under it's own gravitic power, at M 4. Additionally, the Tarantula may have many weapons fitted, with the appropriate range and damage. Twin Lascannon is the most popular armament, using the Lascannon range and causing double Lascannon damage. (11) The Thudd Gun fires a series of linked rockets. The first explodes on the designated target, which sends the missile hurtling D6 yds in a random direction, where the second rocket detonates, and so on until all four rockets have exploded. each explosion causes a blast of 2 yds radius causing a S6 hit. (12) Mounted on anti-grav platform. May only move under it's own gravitic power, at M 4. The Vibro-cannon affects *anything* lying on a straight line between the weapon and point of aim. Anything on this line takes a single hit with a S equal to that victims T. Armour does not protect against this damage. The vibro-cannon cannot affect aerial targets as it's destructive power travels though the ground. Any target hit by two vibrocannons simultaneously takes an additional hit with a S equal to that victims T. (13) The Earthshaker cannon may fire twice in rapid succession(that is, in the same round), with separate To Hit roll for each shell. (14) It causes fire damage (see WFRP). The target catches fire in 50% of cases. Damage is caused over a cone shaped area extending 22 yds from the weapon, with a maximum width of 7 yds. (15) The Heavy Mortar can fire *anywhere* within 96 yds, and does not require line of sight. However the player must specify exactly where the mortar is firing. If the BS roll is failed the shot scatters 2D6 yds in a random direction. Minimum range 24 yds. (16) The Demolisher cannon cannot move and fire in the same round, or rather it can but it isn't safe to do so. Not because of the cannon itself, but for the lack of stability of the Leman Russ tank it is mounted on. If the demolisher cannon is fired while the Leman Russ is moving, there is a 50% chance the cannons recoil will cause the tank to fall on it's side or roll over, effectively putting it out of the battle. [[Yep, folks, that's the end of the Support Weapons bit - long wasn't it!]] 5.6 Grenades =-=-=-=-=-=- +---------------+--------+-----------+-------+ | Type | Avail. | Dam. | Blast | +===============+========+===========+=======+ | Anti-Plant | 20% | Special | 4 yds | | Blind | 25% | Special | 4 yds | | Choke | 60% | Special | 3 yds | +---------------+--------+-----------+-------+ | Frag | 60% | 3+1d6 | 4 yds | | Hallucinogen | 10% | Special | 3 yds | | Haywire * | 15% | Special | 3 yds | +---------------+--------+-----------+-------+ | Krak | 20% | 6+3d6 | - | | Melta Bomb | 10% | 8+3d6 | - | | Photon Flash | 20% | Special | 3 yds | +---------------+--------+-----------+-------+ | Plasma | 30% | 5+1d6 | 3 yds | | Radiation | 10% | 5d6[+3] |2-6 yds| | Scare | 15% | Special | 4 yds | +---------------+--------+-----------+-------+ | Smoke | 70% | Special | 4 yds | | Stasis * | 10% | Special | 4 yds | | Tanglefoot | 25% | Special | 6 yds | +---------------+--------+-----------+-------+ | Toxin * | 10% | Special | 4 yds | | Virus * | 5% | Special | 4 yds | | Vortex * | 5% | Special | 4 yds | +---------------+--------+-----------+-------+ NOTES - GRENADES A successful roll on the grenades table means that the character has ten grenades, one if the name is marked with a *. The specialization is necessary for launching grenades. For a detailed description of the effects of the grenades see the Wargear book, p.56-65. 5.7 Armour and Shields =-=-=-=-=-=-=-=-=-=-=- +------------------+------------+-------------------------------------+ | Type | Avail. | Protected Areas (1) | +==================+============+=====================================+ | Primitive Armour | 10% Eldar | 1 body [1 head, legs and arms] | | | 90% others | | +------------------+------------+-------------------------------------+ | Flak Armour | 20% Eldar | 3 body [2 head, legs and arms] | | | 90% others | | +------------------+------------+-------------------------------------+ | Mesh Armour | 70% Eldar | 4 body [3 head, legs and arms] | | | 40% others | | +------------------+------------+-------------------------------------+ | Carapace Armour | 30% | 3 body [3 head, legs and arms] | +------------------+------------+-------------------------------------+ | Eldar Aspect | 35% Eldar | 6 body, 4 head, legs and arms | | Armour | | | +------------------+------------+-------------------------------------+ | Eldar Rune Armour| 70% Eldar | | | | Warlock| Special (9) | +------------------+------------+-------------------------------------+ | Power Armour | 30% Imperium 8 body and head, 6 legs and arms | | | 10% others | | +------------------+------------+-------------------------------------+ | Eldar Holo Suit | 95% Harl. | -15 to the WS/BS of opponent | | | 15% Eldar | | +------------------+------------+-------------------------------------+ | Terminator Armour| 60% Term. | 15 body, 12 head, 10 legs and arms | +------------------+------------+-------------------------------------+ | Squat Exo-Armour | 20% Squats | 12 body, 10 head, 7 legs and arms | +------------------+------------+-------------------------------------+ | Refractor Field | 30% | Special (3) | +------------------+------------+-------------------------------------+ | Conversion Field | 20% | Special (4) | +------------------+------------+-------------------------------------+ | Displacer Field | 10% | Special (5) | +------------------+------------+-------------------------------------+ | Power Field | 5% | Special (6) | +------------------+------------+-------------------------------------+ | Primitive Shield | 40% | 1 (all locations) | +------------------+------------+-------------------------------------+ | Storm Shield | 60% Term. | 5 (all locations) plus Special (7) | | | 5% others | | +------------------+------------+-------------------------------------+ | Suppression | 50% Adeptus| 4 (all locations) (8) | | Shield | Arbites| | | | 10% others | | +------------------+------------+-------------------------------------+ NOTES - ARMOUR (1) The values between square parenthesis indicate that not always it is possible to find the complete armour. Each location has a 50% of probability to be protected, unless the GM decides for a different rule. (2) Protection of 3 against the effect of area weapons. (3) When switched on, the refractor field causes a hazy band of light around the wearer, making it highly difficult for the wearer to hide. Hide rolls are subject to a -40 penalty! Hiding is *impossible* in the dark (the band of light is so obvious it gives the game away). A refractor field either absorbs all incoming energy, or overloads. The field has a (50-damage)% chance of absorbing all incoming energy in a round. If the roll is a critical failure some internal component overloads and the field is useless until fixed. (4) The conversion field, as its' name suggests, works by converting the energy of the incoming blow to light. Anyone without eye protection (photochromatic visors, auto-senses, etc. count for this) within a number of yards equal to the S of the attack will be temporarily blinded for one round. People within Sx2 yards have a 50% chance of being blinded. Note that the light makes it difficult to keep combat discrete in the dark! A conversion field either absorbs all incoming energy, or overloads. The field has a (70-damage)% chance of absorbing all incoming energy in a round. If the roll is a critical failure some internal component overloads and the field is useless until fixed. (5) If the field activates (chance of (90-damage)%) the bearer is teleported by 2D6 yards in a random direction. Systems in the displacer unit prevent the character transporting into a solid object such as a wall. (If the GM wants a deus es machina to dispose of an annoying character, and the character has a displacer field, just make the safety mechanism malfunction! The character teleports into a wall and the overlapping of atoms causes an all-mighty explosion. It *will* kill the character }:o>) (6) It operates correctly only with ranged weapons. Moreover, characters with personal power fields suffer a -10 penalty to WS as the generator is so bulky and cumbersome. A power field either absorbs all incoming energy, or overloads. The field has a (100-damage)% chance of absorbing all incoming energy. If the roll is a critical failure some internal component overloads and the field is useless until fixed. (7) A storm shield, in addition to acting as a physical shield, incorporates a field generator. The shield is surrounded by a blue nimbus of energy which, if it does not overload, absorbs all damage that round. The field has a (70-damage)% chance of absorbing all incoming energy. If the roll is a critical failure some internal component of the field generator overloads and the field is useless until fixed. Regardless, the shield always gives 3 Armour Points against any incoming blow that does get through. (8) If the character charges, it automatically bestows 3+1d6 of damage. (9) Rune Armour has a (70-damage)% chance of absorbing all incoming energy in a round. 5.8 Miscellaneous Equipment =-=-=-=-=-=-=-=-=-=-=-=-=-= +---------------+-------------+ | Type | Avail. | +===============+=============+ | Cameleoline | 35% | | Combi-weapon | 100% (1) | +---------------+-------------+ | Communicator | 50% | | Frenzon | 35% | +---------------+-------------+ | Jump Pack | 20% | | Medi-Pack | 40% (2) | +---------------+-------------+ | Scanner | 25% | +---------------+-------------+ | Servo-Arm | 40% (Technicians and Mechanics) | | 20% others | +---------------+-------------+ NOTES - MISC EQUIPMENT (1) The character can automatically have a combi-weapon if he has obtained two compatible weapons before - valid combinations are: * Bolter and Melta Gun * Bolter and Plasma Gun * Bolter and Flamer * Twin bolters (2) A medi-pack can heal a character every five rounds, healing d6 Wounds. Moreover, it can be used as medical assistance to counter the effects of a critical hit, and it gives a +30% in the cases in which there exists a possibility of recovery based on a test. Even if the Test fails, the character will be out of risk. The character treated with a medi-pack is automatically considered as lightly wounded, unless he has sustained injuries, in which case he is considered as seriously wounded. (3) The character has to choose to which weapon is applied. 5.9 General Notes on the Equipment =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * Abbreviations: Spec. = Special Var. = Variable S.F. = Sustained Fire Term. = Terminator Harl. = Harlequin * Some changes have been made by me to these tables. In particular I found the idea of a weapon causing a different damage roll depending on whether or not the target was wearing armour simply stupid (throw-back from the wargames' idea of armour saving throws I think). Additionally the M penalties were added (see below) and areas of effect for the Flamer weapons added to the notes. Weapon ranges were also added to the tables (two numbers separated by a /slash, the first is short range maximum, the second long range maximum, both in yards), and weapon entries added (principally the support weapons and Tyranid bio-weapons). * Weapon damage rolls are based loosely on data from the WH40K Wargear book. If, for example, in the Wargear book a weapon is specified to have a Strength of 4 and cause 1 damage if it wounds, the damage in these tables would be 4+1d6, while if the Wargear book says 8 Strength and 2d6 damage, the damage in these tables would be 8+7d6 (where the 7 comes from the average of a 2d6 roll). Setting the damage roll right based on specs from the new WH40K 3rd edition books is more tricky, since the Armour Piercing value is harder to convert to a sensible dice roll. * Weapon ranges are based on the short and long ranges in the Wargear book (in inches) doubled (to be expressed in WFRP-style yards, since the tabletop scale equivalence is 1 tabletop inch = 2 yds). * Some entries denote Tyranid bioweapons, usable *only* by Tyranid forces. These are marked (T) in the Specialisation column. * Some entries denote Necron weaponry, usable *only* by Necron forces. These are marked (N) in the Specialisation column. * Other weapons can be vehicle mounted only. These are marked (V) in the Specialisation column. * Armour fields no longer give a saving throw, but have a number of Armour Points of protection instead. * Use good sense: A character belonging to a Terminator team will surely own Terminator armour. Deserter Space Marines, on the other hand, may have to randomly determine if they retain their Power armour. Remember that the Terminator Weapons can be used only if you wear Terminator armour, and to wear Terminator armour you must have the right biomechanical implants! Power armour also requires a special implant only Space Marines have - the 'Interface', which synchonises their movements with the mechanical movement of their armour. Characters attempting to use it without this implant will find it very heavy to wear, while Terminator armour (a.k.a. Tactical Dreadnought armour) will be impossible to use. * The modifiers in the columns "I" and "To Hit" indicate the possible bonus or malus respectively to the I and To Hit (WS or BS). Such modifiers aim to balance the power of the weapon with regards to their handiness and contribute to give variety to the fights. The ranged weapons have two modifiers: one for the short distance and one for the long one. * Regarding the Movement penalties present for the heavy weapons, these reflect the weapons large bulk and are in addition to the I penalties given, but only apply if the weapon is being carried with no support frame or equivalent structure (Terminator armour counts for this purpose, obviously). The I penalty, on the other hand, merely reflect the relative slowness of the weapon to use, and apply regardless of the weapons' support.