SPECIAL WEAPONS
All of the following weapons come
under the Special Weapons category and require a Special Weapons Proficiency
Feat to use. There are three special weapon classes: high energy, heavy weapons
and launchers.
High Energy
High Energy weapons are weapons
that use a volatile energy type and this require extra care and experience –
such as plasma guns and meltaguns. All high energy weapons are treated as
dealing ‘atomic’ damage whether they fire a blast of warp energy, fusion particles
or bolts of plasma. Some targets are vulnerable to or resistant to atomic
damage.
Heavy Weapons
Heavy Weapons are merely very large
weapons (such as autocannons, heavy stubbers and lascannons). Heavy weapons are
any weapon whose primary function is as a vehicle weapon rather than as a
personnel weapon.
Launchers
Launchers requires special training
because the recoil is unusual. The most common kinds of launchers are grenade
launcher and missile launchers.
Multiple Proficiency Weapons
Some weapons require two or more
proficiencies. Heavy plasma guns requires proficiency with high energy special
weapons and with heavy weapons. Any weapon marked with an X where cost is, is a
Xeno-Weapon. A xeno-weapon is a weapon made by a xenos (or alien) species.
Humans who try to wield this weapon effectively require the Personal Firearms
proficiency, the appropriate Special Weapons Proficiency and the Alien Weapons
Proficiency. Xeno-weapons use is heresy by decree of the Adeptus Mechanicus and
the Ordo Xenos. They must be acquired illegally and can cost anywhere up to
double the wealth cost of a similarly effective weapon. This value is left to
the discretion of the GM.
No Proficiency Weapons
Weapons that don’t make any attack
rolls (like flamers) are also found in this section. They don’t require a
proficiency because an attack roll is never made however they do not count as
simple weapons. Whether no proficiencies are required or whether a specific
Special Weapons Proficiency feat is required is noted in the description of
each weapon.
|
Firearm |
Cost |
Dmg |
Crit |
Range |
RoF |
Wt. |
Type |
DRP |
|
Assault Cannon |
27 |
3d12 |
x2 |
120 ft. |
Turbo |
85 lb. |
Piercing |
3 |
|
Autocannon |
28 |
3d20 |
x2 |
120 ft. |
Auto |
50 lb. |
Piercing |
3 |
|
Blaster |
X |
2d20 |
x2 |
30 ft. |
Single |
7 lb. |
Atomic |
5 |
|
Burst Cannon |
X |
2d12 |
x2 |
45 ft. |
Turbo |
26 lb. |
Energy |
2 |
|
Cyclone Launcher |
30 |
3d20 |
x2 |
180 ft. |
Auto |
95 lb. |
Explosive |
4 |
|
Flamer |
11 |
3d6 |
- |
20ft cone |
Single |
9 lb. |
Fire |
1 |
|
Fusion Gun |
X |
2d20 |
x2 |
30 ft. |
Single |
13 lb. |
Atomic |
5 |
|
Grenade Launcher |
16 |
* |
x2 |
90 ft. |
Single |
8 lb. |
* |
* |
|
Hand Flamer |
9 |
2d6 |
- |
15ft line |
Single |
4 lb. |
Fire |
0 |
|
Heavy Bolter |
26 |
2d12 |
x3 |
120 ft. |
Turbo |
65 lb. |
Explosive |
3 |
|
Heavy Flamer |
13 |
6d6 |
- |
30ft cone |
Single |
40 lb. |
Fire |
2 |
|
Heavy Stubber |
23 |
2d12 |
x2 |
120 ft. |
Auto |
55 lb. |
Piercing |
1 |
|
Lascannon |
32 |
2d100 |
19-20 |
180 ft. |
Semi |
70 lb. |
Energy |
5 |
|
Meltagun |
26 |
2d20 |
x2 |
30 ft. |
Single |
12 lb. |
Atomic |
5 |
|
Missile Launcher (frag) |
20 |
3d10 |
x2 |
150 ft. |
Single |
20 lb. |
Explosive |
2 |
|
Missile Launcher (krak) |
20 |
3d20 |
x2 |
150 ft. |
Single |
20 lb. |
Explosive |
4 |
|
Missile Launcher (plasma missile) |
20 |
2d20 |
x2 |
150 ft. |
Single |
20 lb. |
Atomic |
5 |
|
Multi-Melta |
28 |
3d20 |
x2 |
60 ft. |
Single |
44 lb. |
Atomic |
5 |
|
Plasma Cannon (high) |
29 |
3d20 |
x2 |
120 ft. |
Single |
60 lb. |
Atomic |
5 |
|
Plasma Cannon (low) |
29 |
2d20 |
x2 |
120 ft. |
Semi |
60 lb. |
Atomic |
5 |
|
Plasma Gun (high) |
26 |
2d20 |
x2 |
60 ft. |
Auto |
13 lb. |
Atomic |
5 |
|
Plasma Gun (low) |
26 |
2d20 |
x2 |
60 ft. |
Semi |
13 lb. |
Atomic |
5 |
|
Plasma Pistol
(high) |
24 |
3d12 |
x2 |
30 ft. |
Semi |
5 lb. |
Atomic |
5 |
|
Plasma Pistol
(low) |
24 |
2d12 |
x2 |
30 ft. |
Semi |
5 lb. |
Atomic |
5 |
|
Plasma Rifle |
X |
2d20 |
x2 |
60 ft. |
R.F. |
12 lb. |
Atomic |
5 |
|
Rail Gun |
X |
3d100 |
x2 |
210 ft. |
Single |
90 lb. |
Piercing |
5 |
|
Reaper Launcher |
X |
2d12 |
x2 |
100 ft. |
Auto |
24 lb. |
Explosive |
4 |
|
Scatter Laser |
X |
2d12 |
x2 |
90 ft. |
Hyper |
30 lb. |
Energy |
2 |
|
Splinter Cannon |
X |
2d10 |
x2 |
60 ft. |
Hyper |
19 lb. |
Piercing |
2 |
|
Webspinner |
X |
* |
- |
20ft cone |
Single |
18 lb. |
Slashing |
* |
SPECIAL RULES
Assault Cannon: Assault Cannons require the Special Weapons Proficiency (Heavy
Weapons) feat to use correctly. Assault Cannons use ‘heavy auto’ ammunition; a
generic term for any large caliber bullet type typically fed into heavy
weapons. Assault Cannons can be mounted with 600 bullets. Assault cannons are
favoured over autocannons by the Space Marines because their higher rate of
fire provides excellent cover fire.
An Assault Cannon can be built for
personnel as well as for vehicles. A minimum Strength score of 27 is required
to fire an Assault Cannon.
Autocannon: Autocannons
require the Special Weapons Proficiency (Heavy Weapons) feat to use correctly.
Autocannons use ‘heavy auto’ ammunition; a generic term for any large caliber
bullet type typically fed into heavy weapons. Autocannons typically use a chain
of bulletsk, some chains as long as several thousand bullets. Autocannon are
favoured over assault cannons by the Imperial Guard for their accuracy.
An Autocannon can be built for
personnel as well as for vehicles. A minimum Strength score of 21 is required
to fire an Autocannon.
Blaster: This light Dark
Eldar weapon fires a black blast of dark matter which tears vehicles and people
apart. Blasters require the Special Weapons Proficiency (High Energy Weapons)
feat and the Alien Weapons Proficiency (Dark Eldar) feat to use correctly.
Blasters are particularly potent against vehicles and heavily armoured targets.
Anything with a hardness struck by a Blaster has its hardness reduced by half.
Burst Cannon: Burst Cannons require the Special Weapons Proficiency
(Heavy Weapons) feat and the Alien Weapons Proficiency (Tau) feat to use
correctly. Burst Cannons are a heavy version of the Pulse Rifle; firing round
after deadly round of laser pulses. Burst Cannons use a heavy laser powerpack
which typically allows 40 shots and can be recharged with an electric current.
Burst Cannons have a 5 round Turbo setting which allows the shooter to fire a
burst on full turbomatic using only 5 pulses. The burst cannon also has a 10
round turbofire. Using the burst cannon to autofire an area or to strafe an
area uses 10 pulses.
A Burst Cannon can be built for
personnel as well as for vehicles. A minimum Strength score of 15 is required
to fire an Burst Cannon.
Cyclone Launcher: Cyclone
Missile Launchers require the Special Weapons Proficiency (Heavy Weapons) feat
and the Special Weapons Proficiency (Launchers) feat to use correctly. Cyclone
Launchers have 12 rockets. The cyclone launcher has a 3 round burst setting –
that is when fired on automatic 3 missiles are released. On autofire or strafe
only 5 missiles are released. The Cyclone Launcher is attached to the back of
powered armour and cannot be used by a target who does no have armour on. Even
with powered armour a minimum Strength score of 23 is required to fire an
Cyclone Missile Launcher.
Flamer: A flamer
consists of a cylinder containing a special fuel that ignites upon contact with
the air. The flamer essentially ejects the liquid in a tear drop shaped ball of
fire that erupts from the nozzle of the weapon. It shoots a 20 foot long cone
of flame that deals 3d6 points of fire damage to all creatures and objects in
its path. No attack roll is necessary, and thus no feat is needed to operate
the weapon effectively. Any creature caught in the line of flame can make a
Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on
their Reflex save.
A flamer’s fuel pack has hardness 5
and 5 hit points. The pack has a Defense equal to 14 + the wearer’s Dexterity
modifier + the wearer’s class bonus. A cannister reduced to 0 hit points
ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save
allowed) and 3d6 points of splash damage to creatures and objects in adjacent
5-foot squares (Reflex save, DC 15, for half damage).
Any creature or flammable object that
takes damage from a flamer catches on fire, taking 1d6 points of fire damage
each subsequent round until the flames are extinguished. A fire engulfing a
single creature or object can be doused or smothered as a full-round action.
A flamer can shoot 5 times before
the fuel supply is depleted.
Fusion Gun: This is the
eldar version of the melta-gun and is typically carried by the Eldar Aspect
Warriors of the Fire Dragon Shrine. Fusion guns require the Special Weapons
Proficiency (High Energy Weapons) feat and the Alien Weapons Proficiency
(Eldar) feat to use correctly. Fusion guns are particularly potent against
vehicles and heavily armoured targets. Anything with a hardness struck by a
Fusion gun has its hardness reduced by half. Fusion Guns use an atomic
powerpack.
Grenade Launcher: Grenade Launchers require the Special Weapons Proficiency
(Launchers) feat to use correctly. Their primary function is in allowing you to
fire grenades at a greater distance. Look at the Grenades section to see more details about what grenades can be
fired from a Grenade Launcher.
Hand Flamer: The Hand
Flamer is functionally identical to the flamer but it has a smaller spread. It
shoots fire over 15ft. Anyone in the three target squares is struck.
Heavy Bolter: Heavy
Bolters require the Special Weapons Proficiency (Heavy Weapons) feat to use
correctly This is the heavy version of bolter. It actually uses the same
ammunition (same size) as the boltpistol, boltgun and stormbolter (the bolt
ammo is a standard). However due to its considerably larger size it can fire at
greater velocity and cause the bolts to deal more damage. Heavy bolters also
have a very high rate of fire. They can carry up to 20 internal magazines or
120 bolt rounds. Heavy Bolters have a 5 round Turbo setting which allows the
shooter to fire a burst on full turbomatic using only 5 bolts. The heavy bolter
also has a 10 round turbofire. Using the heavy bolter to autofire an area or to
strafe an area uses 10 bolts.
A Heavy Bolter can be built for personnel
as well as for vehicles. A minimum Strength score of 23 is required to fire a
Heavy Bolter.
Heavy Flamer: The Heavy Flamer is functionally identical to the flamer
but it has a larger spread. It shoots fire over a 30ft cone.
Heavy Stubber: Heavy Stubbers require the Special Weapons Proficiency
(Heavy Weapons) feat to use correctly. Heavy stubbers use ‘heavy auto’
ammunition; a generic term for any large caliber bullet type typically fed into
heavy automatic weapons. Heavy Stubbers use chains of heavy auto ammo as long
as a thousand bullets in length.
An Heavy Stubber can be built for
personnel as well as for vehicles. A minimum Strength score of 19 is required
to fire a Heavy Stubber.
Lascannon: The laser
cannon is the ‘standard’ Imperial heavy weapon. It is the most common heavy
weapon sold in the galaxy and not surprisingly. It is the safest; has little or
no ammunition cost and is among the most potent weapons in the galaxy.
Lascannons require the Special Weapons Proficiency (Heavy Weapons) feat to use
correctly. A lascannon uses a Heavy Energy pack.
Lascannons can be built for
personnel as well as for vehicles. A minimum Strength score of 23 is required
to fire a Lascannon.
Meltagun: Melta-guns
require the Special Weapons Proficiency (High Energy Weapons) feat to use
correctly. Meltaguns emit powerful microwave energy rays. These guns are
particularly potent against vehicles and heavily armoured targets. Anything
with a hardness struck by a meltagun has its hardness reduced by half.
Meltaguns use an atomic powerpack.
Missile Launcher: Missile
Launchers require the Special Weapons Proficiency (Launchers) feat to use
correctly. Their primary function is in allowing you to fire the three standard
kinds of Imperial missiles. The Fragmentation missile has a 20 foot radius
burst. The Krak missile only strikes a single target. The plasma missile has a
10 foot radius burst. A character shooting a plasma missile without the Special
Weapons Proficiency (High Energy Weapons) feat takes a -4 non proficient
penalty when firing plasma missiles.
Multi-melta: Multi-Meltas require both the Special Weapons Proficiency
(High Energy Weapons) feat and the Special Weapons Proficiency (Heavy Weapons)
feat to use correctly. Multi-meltas are souped up meltaguns. The Multi-Melta
can be targeted at the ground. It has a 10 foot radius spread. Anyone hit can
pass a Reflex save DC 15 for half damage. It can also be targeted at an
opponent. Such a targeted opponent does not get a reflex save but all others
within range of the blast do. These guns are particularly potent against
vehicles and heavily armoured targets. Anything with a hardness struck by a
multi-melta has its hardness reduced by half. Multi-meltas use a large atomic
powerpack.
A Multi-Melta can be built for
personnel as well as for vehicles. A minimum Strength score of 25 is required
to fire a Multi-Melta. There is a special Multi-Melta that requires a minimum
Strength of 21 to carry but those are specifically designed for special Sisters
of Battle units. Acquiring one increases the cost by +4.
Plasma Cannon: Plasma
Cannons require both the Special Weapons Proficiency (High Energy Weapons) feat
and the Special Weapons Proficiency (Heavy Weapons) feat to use correctly.
Plasma Cannons are souped up plasma guns. Plasma Cannons use a large atomic
powerpack. Like all Imperial plasma weapons, the Plasma Cannon has two power
settings which can easily be set with a flick of the tumb. On low power it is a
semi-automatic weapon so feats like double-tap
can be used. It does less damage however. Each shot fired on low power consumes
1 charge from the large atomic powerpack. On high power it deals more damage,
is a single weapon and has a 20 foot radius spread. On high power the Plasma
Cannon can be targeted at the ground. Anyone hit can pass a Reflex save DC 15
for half damage. It can also be targeted at an opponent. Such a targeted
opponent does not get a reflex save but all others within range of the blast
do. Each shot fired on low power consumes 5 charges from the large atomic
powerpack. On low power the Plasma Cannon overheats on a d20 roll of 1 when
making an attack. On high power it overheats on a d20 roll of 1 or 2. An
overheating Plasma Cannon deals 1d20 DRP 5 damage if it is being carried –
forces the person to drop the weapon – and ceases to function until repaired.
(DC 20 repair check). The atomic powerpack is wasted.
A Plasma Cannon can be built for
personnel as well as for vehicles. A minimum Strength score of 25 is required
to fire a Plasma Cannon.
Plasma Gun: Plasma Guns
require the Special Weapons Proficiency (High Energy Weapons) feat to use
correctly. Plasma Guns fire balls of powerful and volatile superheated energy.
Plasma Guns use an atomic powerpack. Like all Imperial plasma weapons, the
Plasma Gun has two power settings which can easily be set with a flick of the
tumb. On low power it is a semi-automatic weapon so feats like double-tap can be used. Each shot fired
on low power consumes 1 charge from the large atomic powerpack. On high power
the weapon becomes fully. On high power the Plasma Gun can be fire a autofire
expelling 10 charges from the pack or on burst (with the burst fire feat) using
5 charges. On low power the Plasma Gun overheats on a d20 roll of 1 when making
an attack. On high power it overheats on a d20 roll of 1 or 2. An overheating
Plasma Gun deals 1d10 DRP 5 damage if it is being carried – forces the person
to drop the weapon – and ceases to function until repaired. (DC 20 repair
check). The atomic powerpack is wasted.
Plasma Pistol: Plasma Pistols require the Special Weapons Proficiency
(High Energy Weapons) feat to use correctly. Plasma Pistols use an atomic
powerpack. Like all Imperial plasma weapons, the Plasma Pistol has two power
settings which can easily be set with a flick of the tumb. On highpower it
deals an additional dice worth of damage. Each shot fired on high power costs
the weapon twice as many charges on the atomic powerpack. On low power the
Plasma Pistol overheats on a d20 roll of 1 when making an attack. On high power
it overheats on a d20 roll of 1 or 2. An overheating plasma pistol deals 1d10
DRP 5 damage if it is being carried – forces the person to drop the weapon –
and ceases to function until repaired. (DC 20 repair check). The atomic
powerpack is wasted.
Railgun: The deadliest single-shot heavy weapon of the 41st
millenium, the Tau designed railgun almost puts the Lascannon to shame. The
railgun requires the Special Weapons Proficiency (Heavy Weapons) feat and Alien
Weapons Proficiency (Tau) to use correctly. A Railgun uses special Tau slugs.
The Tau do not manufacture Railguns
for personnel use; but rather for special battlesuits. No amount of strength
will allow you to fire a Railgun. The recoil is too great. You would have no
accuracy.
Reaper Launcher: Reaper
Launchers are an eldar weapon that function as automatic missile launchers.
They require the Special Weapons Proficiency (Launchers) feat and Alien Weapons
Proficiency (Eldar) to use correctly. Their primary function is in allowing you
to fire the three standard kinds of Imperial missiles. Reaper Launchers have 12
rockets. The Reaper launcher has a 3 round burst setting – so that when it is
fired on automatic only 3 missiles are released. On autofire or strafe only 5
missiles are released.
Scatter Laser: Though
the Imperium doesn’t have any weapon that fires quite at this velocity this is
an example of a weapon that fires on the Hypermatic setting. They require the
Special Weapons Proficiency (Heavy Weapons) feat and Alien Weapons Proficiency
(Eldar) to use correctly. This eldar weapon is typically attached to an
anti-gravitation platform so an eldar guardian can operate it with ease without
needing the strength to carry it. The weapon can take 2 heavy energy cells.
A scatter laser can be built for
personnel as well as for skimmers and grav-platforms. A minimum Strength score
of 25 is required to fire a scatter laser.
Splinter Cannon: Though
the Imperium doesn’t have any weapon that fires quite at this velocity this is
an example of a weapon that fires on the Hypermatic setting. They require the
Special Weapons Proficiency (Heavy Weapons) feat and Alien Weapons Proficiency
(Dark Eldar) to use correctly. This dark eldar weapon is typically carried by
the strongest of the dark eldar raiders. It is thus designed to be very
lightweight and the gravitic stabilizers give the sense that the weapon has no
recoil. The weapon can take up to thirty splinter cartridges or 300 splinters.
A splinter cannon can be built for
personnel as well as for skimmers and grav-platforms. A minimum Strength score
of 15 is required to fire a splinter cannon.
Webspinner: This is the
infamous weapon of the deadly Warp Spider aspect warriors. It does not require
an attack roll so no proficiencies are required to use it. Instead it covers a
30 foot cone with thick monofilament webbing. Anyone within must pass a Reflex
save or be trapped in the webbing. If a target stays still nothing happens
(except of course that he is trapped).
A target that tries to break free
(DC 25 Strength check) and succeeds takes 1d20 points of DRP 0 damage. If he
fails he takes 2d20 DRP 0 damage.
A target that tries to escape (DC
30 escape artist check) and succeeds takes no damage but if he fails he takes
2d20 DRP 0 damage.
As the victim struggles the
monofilaments tighten, slicing limbs and cutting flesh. The following round
these are the effects:
A target that tries to break free
(DC 25 Strength check) and succeeds takes 2d20 points of DRP 0 damage. If he
fails he takes 3d20 DRP 0 damage.
A target that tries to escape (DC
30 escape artist check) and succeeds takes no damage but if he fails he takes
3d20 DRP 0 damage.
The next round (if he failed again
and wasn’t newly ensnared of course). The damage for each will increase by a
further d20. Until the victim stops struggling or dies.