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Weapons of War - Karzael +++Thought for the day+++ |
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Assault Gun. (Rare)
The Assault gun is a rare variation on the Autogun, holding the standard Autogun rounds (.22 Cal) and the added addition of the Advanced Aux Grenade launcher. The gun is for all intents an Autogun with the Sawn off pump action Shotgun stats for the underslung grenade launcher. The launcher will only take Frag or Krak grenades and the Ammo is upgraded to rare as they are specially made.
Nail Gun. (Common)
The Compression Industrial Nail Gun was first used as history tells it during the worker revolt on Azinguard before the Govoner was uncovered as the Chaos Worshipper he was. Ever since then Nail guns usually used in the construction of Building STC's and Hull Repair; has turned up in Revolutionists hands for cheap weaponry
| Availability | Type | Range | Firing Mode | Accuracy | Damage | Shots | Reload | Weight |
| Common | Basic | E | Single/Semi 3 | -10 | 2D6 | 20 | 3 | 20 |
(This one really works!)
Bolt Action Sniper Cannon. (Exotic/Legendary - GM discretion)
Used originally during the age of Apostasy as a Space Marine Assassinator gun, the Rifle has found its way onto the streets as a means of over the top execution or assassination work. It uses the Sniper rifle range but toting the rounds used in Heavy Bolters. Cannot be equipped with a Silencer!
| Availability | Type | Range | Firing Mode | Accuracy | Damage | Shots | Reload | Weight |
| Exotic/Legendary | Basic | H | Single | - | 3D10 (Heavy Bolter Calibre!) | 4 | 4 | 45 |
Auto Carbine. (Common)
A base design made to fill the whole in the market for compact Autoguns. Usually found in Security forces and Guild Protectors. Fires a smaller calibre but is more effective than Autopistols.
| Availability | Type | Range | Firing Mode | Accuracy | Damage | Shots | Reload | Weight |
| Common | Basic | B | Single/Semi (4)/Full (8) | -15 | 2D6 | 20 | 2 | 25 |
+++Experimental Weaponary+++
Conversion Beamer (Legendary)
Although based off a captured Eldar Design; the highly volatile yet heavily destructive Conversion Weaponry has so far been beyond mass use. Yet experimentation and many prototyping has unleashed a few examples into the hands of the near do wells. Inquisitors avoid such equipment most of the time but some prefer to use the Beamer's mass destruction in face of a powerful enemy.
| Availability | Type | Range | Firing Mode | Accuracy | Damage | Shots | Reload | Weight |
| Legendary | Heavy | 6D10 | Single | - | Special | 4 | 20 | 75 |
For every extra 10' (i.e. 20' shot would be 2d10) AFTER passing through a character.
Any characters in the path are hurt by the current level of damage, the line then moves on picking up more power as described above until it either hits solid terrain, the intended target or reaches the maximum of its rolled range. Then, the energy will explode causing an Area of 3' and Blast of 1. The damage of anyone in the blast is equal to the final damage of the beam's journey divided by two.
Eg. If the beam travels 43' (rolled in 6D10 range) hitting two characters and travelling over 40', the end damage on the intended target is equal to 1D10 +3D10 for the extra range and +2D10 for hitting the two characters on the way. The intended target would be hit by 7D10 worth damage then is hurt by the explosion. The explosion would be 7D10/2 rounded up making 4D10.
Also note the two characters hit by the travelling beam took 2D10 damage for the first and 4D10 for the second.