Armoury

Ranged

x = no of actions to reload fully

(x) = No. of shots reloaded per action

x = no. of turns to recharge

 

*Shot Selector – Is rare and character can use an action to choose from the shots loaded.

 

*Triplex pattern Lasgun can fire do a 2D6+3 damage shot at the cost of 2 shots, up to a 2D6+5 damage shot at the cost of 4 shots.

 

*Special Ammo

Flachette – Hit D3 locations and do D6 damage.

Dumdum –Any location hit by a Dumdum round will also automatically start to bleed.

Man-stopper – Does an extra D6 damage but has an extra –5% accuracy modifier.

 

*Shotgun Ammo

Scatter – Hits D3 locations. Maximum range is 25 yards, accuracy goes down by –5% and damage is D6+3.

Executioner – They have range H and do 3D6 damage.

Hellfire – Does an extra D6 damage if not stopped by armour, cover, etc.

Inferno – Any location hit by inferno shells can catch fire using the rules for a hand flamer.

 

*Special Bolt Ammo

Kraken Penetrator round – Halve the armour value of the location hit before making deductions for the damage inflicted.

Metal Storm frag shell – It hits D3 locations, and does D10 damage.

Inferno shell – Any location hit may catch fire as with flamer hit and Inferno shells do 2D10 damage.

Hellfire shell - Does an extra D10 damage if not stopped by armour, cover, etc. Hellfire shells do 2D10 damage.

Stalker silenced shell – They are silent with no muzzle flare. They do 2D10 damage but don’t reveal the firer location.

 

*Plasma weaponry settings

Can be fired on sustained setting. They fire at semi (2) and have shots 2, but do D10 less damage. It takes one action to change the setting.

 

*Flamer weapons

Each location hit by a flamer has a 50% chance of catching fire. If a force field absorbs all the damage from a flamer there is no chance of the target catching fire.

 

At the end of every turn there is a 25% chance the flames go out (roll before recovery). If it does not the location suffers damage again (using the same damage value of the weapon that set them alight), with the usual deductions for armour (not force fields).

Also there is a 25% chance it will spread to another random location. A burning character can do nothing except  put the fire out. Every action spent trying to put out the flames has a 25% chance of success. Specify the location before rolling the die. Other characters within 1 yard can also try and put the flames out with the same chances of success.

 

*Bolas

Bolas has a 75% of entangling location.

Location

Effect

Legs

Target falls prone

Arm

That arm can’t be used

Head

Extra D6 points of damage (roll before recovery). This damage ignores up to four points of armour.

Other locations take damage from the hit as normal. It takes one action to untangle a location.

 

*Crossbow

Takes one action to draw the bow and another to load the bolt.

 

*Needle weapons

Silent and give off no muzzle flash. If target suffers any damage from a needle shot he must test to see if he is affected by the toxin as normal.

 

*Graviton guns

A character hit by a graviton gun suffers no damage. However he counts as being stunned for a number of turns equal to 3D10 – (Str/10), to a minimum of one turn.

 

*Web guns

Any arm or leg hit by a webber has a 75% chance of being entangled, is rendered useless and it is counted as crippled (without  losing additional damage points, won’t bleed and doesn’t have to test for system shock). This is reduced to 25% if character has any type of force field on that location.

 

Hits to head, chest, abdomen and groin has a 50% chance to cause an additional D6 damage at the end of every turn, which ignores up to 4 points of armour.

 

A character can spend actions attempting to tear webbing of. They need to pass a strength test with a –25% modifier. (01-05 always succeeds and 96-100 always fails). If they fail the webbing reacts by doing an additional D6 damage to that location ignoring 4 points of armour. Other character within a yard can also try and pull the webbing off as described above.

 

*Handbow

Can fire toxic or explosive tipped quarrels.

 

*Bolas Launcher

Bolas has a 75% of entangling location.

Location

Effect

Legs

Target falls prone

Arm

That arm can’t be used

Head

Extra D6 points of damage (roll before recovery). This damage ignores up to four points of armour.

Other locations take damage from the hit as normal. It takes one action to untangle a location.

 

*Neural Shredder

Target must take a Wp test for every hit taken. If failed  targets loses 4D10 Wp and Sg (roll separately for each) and 2D10 initiative. A target reduced to 0 Wp will fall unconscious.

Armour has no effect on a neural shredder, but the amount rolled for the foce field acts as a bonus to the Wp. If a target is hit by more than one shot the tests are taken sequentially because if the first hit reduced the Wp it will affect the other tests, etc.

 

* Necrontyr gauss flayer

First points of damage will remove armour as if it were ablative armour. Any location injuries or points of damage taken cannot be recovered except by characters with regenerate.

 

* Xenarch Death-arc

If character takes 3 hits they take 3D10 damage on one location.

 

*Digital weapons

You can get digi versions of hand flamers, inferno pistols, las pistols and needle pistols. However shot characteristics are halved and they cannot be reloaded. Up to one Digi-weapon can be worn per finger and fired even in the character is carrying some thing else in that hand. Each on weighs 4 and its weight is added onto anything else that hand is carrying. You can only fire on digi-weapon per action. Other than that thay follow the rules for pistols as normal.

 

Close Combat

 

*Daemon Weaponry