WEAPON QUALITIES
Here is the format for weapon
entries (given as column headings on Table: Weapons, below).
Cost
This value is the weapon’s purchase
DC. Rules for Credit checks to purchase items can be found later in the rules
section. Unlike d20 Modern weapons don’t require licenses of any kind.
This cost is the same for a Small
or Medium version of the weapon. A Large version adds a +2 to the purchase DC,
unless the weapon is normally Large.
Damage
The Damage columns give the damage
dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for
Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two
damage ranges are given then the weapon is a double weapon. Use the second
damage figure given for the double weapon’s extra attack. Table: Tiny and Large
Weapon Damage gives weapon damage values for weapons of those sizes.
|
Table: Tiny and Large Weapon
Damage |
||
|
Medium Weapon Damage |
Tiny Weapon Damage |
Large Weapon Damage |
|
1d2 |
— |
1d3 |
|
1d3 |
1 |
1d4 |
|
1d4 |
1d2 |
1d6 |
|
1d6 |
1d3 |
1d8 |
|
1d8 |
1d4 |
2d6 |
|
1d10 |
1d6 |
2d8 |
|
1d12 |
1d8 |
3d6 |
|
2d4 |
1d4 |
2d6 |
|
2d6 |
1d8 |
3d6 |
|
2d8 |
1d10 |
3d8 |
|
2d10 |
2d6 |
4d8 |
Critical
The entry in this column notes how
the weapon is used with the rules for critical hits. When your character scores
a critical hit, roll the damage two, three, or four times, as indicated by its
critical multiplier (using all applicable modifiers on each roll), and add all
the results together. For alternate critical hit rules, see the Rules Section
for more details.
x2: The weapon deals double damage
on a critical hit.
x3: The weapon deals triple damage
on a critical hit.
x3/x4: One head of this double
weapon deals triple damage on a critical hit. The other head deals quadruple
damage on a critical hit.
x4: The weapon deals quadruple
damage on a critical hit.
19–20/x2: The weapon scores a
threat on a natural roll of 19 or 20 (instead of just 20) and deals double
damage on a critical hit. (The weapon has a threat range of 19–20.)
18–20/x2: The weapon scores a
threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double
damage on a critical hit. (The weapon has a threat range of 18–20.)
Range Increment
Any attack at less than this
distance is not penalized for range. However, each full range increment imposes
a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range
of five range increments. A simple projectile weapon (like a bow) can shoot out
to ten range increments. A firearm can fire up to twenty range increments.
Type
Weapons are classified according to
the type of damage they deal: Projectile ranged weapons deal mostly piercing
damage. Other ranged weapons have additional types including explosive, fire,
energy and atomic damage. Some monsters may be resistant or immune to attacks
from certain types of weapons.
Some weapons deal damage of
multiple types. If a weapon is of two types, the damage it deals is not half
one type and half another; all of it is both types. Therefore, a creature would
have to be immune to both types of damage to ignore any of the damage from such
a weapon.
In other cases, a weapon can deal
either of two types of damage. In a situation when the damage type is
significant, the wielder can choose which type of damage to deal with such a
weapon.
DRP
This column indicates the Damage
Reduction Penetration of the weapon – a basic measure of how effectively the
weapon cuts through armour. See the combat section for more details on how
Damage Reduction from armour works.
RoF
This stands for Rate of Fire. In
d20 Modern there are only 3 rates of fire. Auto, Semi and Single. In 40k there
are more because the range of technology is more widely varied.
Automatic (Auto):
Automatic weapons fire a burst or stream of shots with a single squeeze of the
trigger. Only weapons with the automatic rate of fire or better (turbomatic and
hypermatic) can be set on autofire or used with the feats that take advantage
of automatic fire.
Hypermatic (Hyper): When
fired on autofire the weapon fills a 3x3 rather than 2x2 square. When fired in
conjunction with the Strafe feat it fills a 5x2 area. The Reflex DC in both
cases is DC 25. When fired in conjunction with the Burst feat it deals an extra
4 dice worth of damage.
Rapid Fire (R.F.): Rapid
Fire weapons can be fired on full automatic but are designed for soldiers in a
static position because of their heavy recoil. Rapid Fire weapons are treated
as being automatic if the character weilding has not taken a move other than a
free 5ft step. If a character has moved the weapon is treated as
semi-automatic.
Single (Single): A
weapon with a single shot rate of fire requires the user to manually operate
the action (the mechanism that feeds and cocks the weapon) between each shot.
Pump shotguns and bolt-action rifles are examples of firearms with single shot
rates of fire. A weapon with a single shot rate of fire can only be fired once
per attack, even if the user has a feat or other abilities that grants more
than one shot per attack.
Semiautomatic (Semi):
Many firearms are semiautomatic. These firearms cock and feed themselves with
each shot. A semiautomatic weapon fires one shot per attack (effectively acting
as a single-shot weapon), but some feats, like double-tap, all characters armed
with semi-automatic weapons to fire shots in rapid successions, getting in more
than one shot per attack.
Turbomatic (Turbo):
Functions as Automatic except the Reflex DC is 20 for autofire and strafe.
Furthermore when fired in conjunction with Burst feat it deals an extra 3 dice
worth of damage rather than 2.
Special
Some weapons have special features.
See the weapon descriptions for details.