Las
Laser or “las” weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy from high-storage fast-discharge capacitors with a flash of light and a distinctive snap like the cracking of a whip. To use the various classes of las weapons, a character must have the Weapon Training (Las) Talent.
In almost all cases, a las weapon is included as part of the Standard Regimental Kit. Virtually all members of the Imperial Guard are well versed in the operation of these armaments. Many soldiers develop a personal relationship with their weapons, as they spend every moment of every day with their trusted rifle in easy reach.
Las Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
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Laspistol | Pistol | 30m | S/2/– | 1d10+2 E | 0 | 30 | Half | Reliable | 1.5kg | Common |
Accatran MkII Heavy Laspistol | Pistol | 40m | S/2/– | 1d10+3 E | 0 | 60 | Full | Reliable | 2kg | Average |
Las Carbine | Basic | 75m | S/2/– | 1d10+3 E | 0 | 60 | Half | Reliable | 2.5kg | Common |
M36 Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | Common |
Laslock | Basic | 70m | S/–/– | 1d10+4 E | 0 | 1 | Half | Unreliable | 4kg | Plentiful |
Long-Las | Basic | 150m | S/–/– | 1d10+3 E | 1 | 40 | Full | Accurate, Reliable, Felling (4) | 4.5kg | Scarce |
Triplex Pattern Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 30 | Full | — | 4.5kg | Rare |
Bullpup Pattern | Basic | 90m | S/2/– | 1d10+3 E | 0 | 60 | Full | Reliable | 3.5kg | Average |
Hot-Shot Laspistol | Pistol | 20m | S/2/– | 1d10+4 E | 7 | 40 | 2 Full | — | 4kg | Rare |
Hot-Shot Lasgun | Basic | 60m | S/3/– | 1d10+4 E | 7 | 30 | 2 Full | — | 6kg | Rare |
Accatran-Pattern MkIV Lasgun | Basic | 80m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | Average |
Lucius-Pattern Lasgun | Basic | 100m | S/–/– | 1d10+5 E | 0 | 35 | Full | — | 5kg | Average |
Lathe-Laspistol | Pistol | 40m | S/2/– | 1d10+6 E | 2 | N/A | N/A | Tearing | 2kg | Very Rare |
Lathe-Lasrifle | Basic | 100m | S/2/– | 1d10+6 E | 2 | N/A | N/A | Tearing | 4.5kg | Very Rare |
"Emperor’s Will" Officer’s Laspistol | Pistol | 60m | S/2/– | 1d10+5 E | 2 | 5 | Half | Accurate, Reliable | 3kg | Very Rare |
Man-Portable Lascannon | Heavy | 300m | S/–/– | 5d10+10 E | 10 | 5 | 2 Full | Proven (3) | 55kg | Very Rare |
M41 Multi-laser | Heavy | 150m | –/–/5 | 2d10+10 E | 2 | 100 | 2 Full | Reliable | 35kg | Very Rare |
Laslock (Mechanicus) | Basic | 50m | S/–/– | 1d10+6 E | 2 | – | – | Integrated | 6kg | Scarce |
Lighting Gun | Basic | 50m | S/–/– | 3d10+8 E | 4 | – | – | Integrated, Tearing, Razorsharp | 7kg | Extremely Rare |
Mitralock | Basic | 50m | S/–/– | 1d10+7 E | 2 | – | – | Tearing, Integrated | 6kg | Rare |
Triplex Pattern “Fury” Assault Laspistol | Pistol | 20m | S/2/5 | 1d10+2 E | 0 | 30 | Full | Reliable | 1.5kg | Scarce |
Voss Pattern Hellgun | Basic | 110m | S/3/– | 1d10+4 E | 3 | 40 | 3 Full | — | 6kg | Rare |
Voss Pattern Hellpistol | Pistol | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | — | 4kg | Rare |
Mars Pattern Mark III Short Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 4kg | Average |
Mars Pattern Mark IV Command Laspistol | Pistol | 70m | S/2/– | 1d10+3 E | 0 | 15 | Full | Accurate, Reliable | 1.75kg | Rare |
Multi-Laser | Heavy | 250m | –/–/10 | 1d10+3 E | 4 | 60 | 3 Full | — | 50kg | Scarce |
Roth Pattern Lightning Lasgun | Basic | 120m | S/2/– | 1d10+2 E | 0 | 60 | Full | Reliable | 4kg | Rare |
Stormfront Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable | 5kg | Very Rare |
Lasburst Twin Lasgun | Basic | 100m | S/2/– | 1d10+4 E | 0 | 18 | Full | Tearing, Unreliable | 7kg | Rare |
Civitas Pattern Laspistol | Pistol | 25m | S/2/– | 1d10+1 E | 0 | 25 | Full | Reliable | 2kg | Common |
Sollex Pattern-IX “Death Light” Lasgun | Basic | 80m | S/3/– | 1d10+5 E | 2 | 18 | Full | — | 7.2kg | Very Rare |
Drusus Prime Pattern Lasgun | Basic | 100m | S/2/– | 1d10+3 E | 0 | 50 | Full | — | 7kg | Common |
Khayer-Addin Duelling Las | Pistol | 30m | S/–/– | 1d10+4 E | 4 | 1 | Full | Accurate, Tearing | 1.7kg | Very Rare |
Minerva-Aegis Las Carbine | Basic | 60m | S/4/8 | 1d10+2 E | 0 | 40 | Full | Reliable | 4.1kg | Scarce |
Takara Palatine Compact Laspistol | Pistol | 20m | S/3/– | 1d10+2 E | 0 | 20 | Full | Reliable | 1.1kg | Average |
Belasco Series-S “Venom” Compact Laspistol | Pistol | 10m | S/3/– | 1d10+1 E | 0 | 15 | — | — | 0.5kg | Scarce |
Sollex Pattern-VII “Steel Burner” Heavy Laspistol | Pistol | 100m | S/–/– | 1d10+4 E | 2 | 10 | Full | — | 2.5kg | Very Rare |
Segal-Pattern AutoLas | Basic | 100m | S/2/4 | 1d10+5 E | 1 | 35 | Full | Lance, Flame | 7kg | Rare |
Solid Projectile Weapons
Commonly known as slug-throwers, these weapons are exceedingly plentiful across the Imperium. Most alien races have their own versions as well, for both technology and manufacture are fairly simple. Citizens of all types commonly carry one kind or another for their basic protection or livelihood. To use the various classes of solid projectile weapons, a character must have the Weapon Training (Solid Projectile) Talent.
Solid Projectile Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
---|
Autopistol | Pistol | 30m | S/–/6 | 1d10+2 I | 0 | 18 | Full | — | 1.5kg | Average |
Stub Automatic | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Full | — | 1.5kg | Average |
Stub Revolver | Pistol | 30m | S/–/– | 1d10+3 I | 0 | 6 | 2 Full | Reliable | 1.5kg | Plentiful |
Hand Cannon | Pistol | 35m | S/–/– | 1d10+4 I | 2 | 5 | 2 Full | — | 3kg | Scarce |
Naval Pistol | Pistol | 20m | S/3/– | 1d10+4 I | 0 | 6 | Full | Tearing | 3 kg | Rare |
Ripper Pistol | Pistol | 30m | S/2/– | 1d10+3 I | 5 | 8 | Full | Tearing, Toxic (2) | 4 kg | Extremely Rare |
Sniper Rifle | Basic | 200m | S/–/– | 1d10+4 I | 3 | 20 | Full | Accurate, Reliable | 5kg | Scarce |
Anti-Material Rifle | Basic | 150m | S/–/– | 1d10+5 I | 8 | 8 | Full | Accurate | 3kg | Scarce |
Bolt-Action Hunting Rifle | Basic | 150m | S/–/– | 1d10+3 I | 0 | 5 | Full | Accurate | 4kg | Average |
Civilian Firearm | Basic | 60m | S/2/– | 1d10+3 I | 0 | 6 | Full | — | 3kg | Common |
Autogun | Basic | 100m | S/3/10 | 1d10+3 I | 0 | 30 | Full | — | 5kg | Average |
Autogun Cabine | Basic | 50m | S/3/10 | 1d10+2 I | 0 | 15 | Full | Compact | 2.5kg | Average |
Shotgun (Pump-Action) | Basic | 30m | S/–/– | 1d10+3 I | 0 | 12 | 2 Full | Scatter | 5kg | Average |
Shotgun | Basic | 30m | S/–/– | 1d10+4 I | 0 | 8 | 2 Full | Scatter | 5kg | Average |
Combat Shotgun | Basic | 30m | S/3/– | 1d10+4 I | 0 | 18 | Full | Scatter | 6.5kg | Scarce |
Ripper Gun | Heavy | 30m | S/–/6 | 1d10+8 I | 0 | 48 | 2 Full | Ogryn-Proof, Scatter | 35kg | Common |
Heavy Stubber | Heavy | 100m | –/–/8 | 1d10+4 I | 3 | 75 | 2 Full | Ogryn-Proof | 30kg | Rare |
Mk.IV Thresher Support Gun | Heavy | 120m | –/–/6 | 1d10+5 R | 0 | 200 | 2 Full | Crippling (2), Primitive (8), Tearing | 23kg† | Scarce |
M34 Autocannon | Heavy | 300m | S/3/– | 3d10+8 I | 6 | 20 | 2 Full | Ogryn-Proof, Reliable | 40kg | Very Rare |
Battle Cannon | Vehicle | 750m | S/–/– | 3d10+10 X | 8 | 12 | 3 Full | Blast (10), Concussive (3), Reliable | 350kg | Average |
Demolisher Cannon | Vehicle | 50m | S/–/– | 4d10+20 X | 10 | 2 | Full | Blast (10), Concussive (3) | 400kg | Rare |
Vanquisher Battle Cannon | Vehicle | 900m | S/–/– | 3d10+10 X | 16 | 6 | 2 Full | Accurate | 400 kg | Very Rare |
Earthshaker Cannon | Vehicle | 3,500m | S/–/– | 4d10+10 X | 8 | 1 | Full | Blast (10+1d10), Concussive (5), Indirect (5) | 800 kg | Very Rare |
Exterminator Cannon | Vehicle | 500m | S/6/– | 3d10+8 I | 6 | 120 | 2 Full | Reliable, Twin-Linked | Vehicle mounted | Very Rare |
Armageddon Pattern Autogun | Basic | 100m | S/2/6 | 1d10+4 I | 0 | 15 | Full | Reliable | 8.5kg | Average |
Hax-Orthlack Armsman-10 Pattern Service Pistol | Pistol | 35m | S/3/– | 1d10+3 I | 0 | 13 | Full | — | 1.5kg | Average |
Scatheros “Blackhammer” Defence Shotgun | Basic | 20m | S/–/– | 2d10 I | 0 | 1 | 2 Full | Inaccurate, Scatter | 4.7kg | Rare |
Westingkrup Carnodon Pattern Precision Hand Cannon | Pistol | 35m | S/3/– | 1d10+4 I | 2 | 6 | Full | Accurate | 2.5kg | Scarce |
Volg VI “Crank Cannon” Heavy Stubber | Heavy | 70m | –/–/5 | 1d10+5 I | 0 | 100 | 3 Full | Unreliable | 38kg | Average |
Hax-Orthlack Creed-9 Autogun | Basic | 50m | S/3/10 | 1d10+3 I | 0 | 35 | Full | — | 3.6kg | Average |
Sulymann Encarmine Service Autopistol | Pistol | 20m | S/3/8 | 1d10 I | 0 | 24 | Full | — | 2kg | Average |
Khayer-Addin Forge “Fate Bringer” Long Pistol | Pistol | 40m | S/–/– | 1d10+3 I | 2 | 5 | 2 Full | Accurate, Reliable | 1.6kg | Rare |
Fykos Forge “Flametongue” Howdah Pistol | Pistol | 20m | S/–/– | 1d10+6 I | 0 | 2 | 2 Full | Primitive, Reliable | 2kg | Rare |
Hack Shotgun | Pistol | 10m | S/–/– | 1d10+4 I | 0 | 1 | 2 Full | Inaccurate, Scatter, Tearing | 3kg | Common |
Hecuter 9/5 Heavy Combat Autopistol | Pistol | 30m | S/3/6 | 1d10+3 I | 0 | 15 | Full | Reliable | 2kg | Average |
Mariette Cylinder Pistol | Pistol | 20m | S/–/– | 2d5+3 I | 0 | 1 | 2 Full | — | 0.5kg | Rare |
Volg Mercy Killer | Pistol | 20m | S/–/– | 1d10+2 I | 0 | 1 | 2 Full | Inaccurate, Unreliabe | 1kg | Plentiful |
Volg “Meat Hammer” Scattergun | Basic | 30m | S/–/– | 2d5+6 I | 0 | 1 | 3 Full | Scatter, Tearing | 5kg | Scarce |
Fykos Forge “Nomad” Hunting Instrument | Basic | 250m | S/–/– | 1d10+5 I | 3 | 4 | Full | Accurate, Reliable | 10kg | Very Rare |
Phobos Stubber | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Full | — | 1.3kg | Plentiful |
Hax-Orthlack Puritan-14 Execution Pistol | Pistol | 20m | S/3/6 | 1d10+2 I | 0 | 14 | Full | — | 1.7kg | Scarce |
— | As shotgun | 15m | S/–/– | 1d10+4 I | 0 | 1 | Full | Scatter | — | — |
Volg “Ripper Clip” Autopistol | Pistol | 20m | –/–/6 | 1d10+2 I | 0 | 12 | Full | Inaccurate, Unreliable | 3kg | Scarce |
Sulymann Holdout “Salvation” Auto | Pistol | 10m | S/3/– | 1d10 I | 0 | 7 | — | — | 0.7kg | Common |
Westingkrup Model 20 “Scalptaker” Stub Revolver | Pistol | 10m | S/–/– | 1d10+3 I | 0 | 6 | 2 Full | Reliable | 2kg | Plentiful |
Westingkrup “Slayer” Pump Shotgun | Pistol | 30m | S/–/– | 1d10+4 I | 0 | 6 | 3 Full | Scatter | 3.5kg | Average |
Cadence “Spectre” Assault Device | Basic | 80m | S/3/10 | 1d10+3 I | 0 | 20 (x3) | Full (each) | — | 6.5kg | Rare |
— | As shotgun | 30m | S/–/– | 1d10+4 I | 0 | 4 | 2 Full | Scatter | — | — |
Steadholder Lever Gun | Basic | 100m | S/–/– | 1d10+4 I | 0 | 6 | Full | — | 5kg | Plentiful |
Stormchild Hand Cannon | Pistol | 35m | S/–/– | 1d10+4 I | 2 | 5 | 2 Full | — | 3kg | Average |
Talon Mark III Short Autopistol | Pistol | 30m | S/2/6 | 1d10+2 I | 0 | 18 | Full | — | 2.3kg | Common |
.54 Tranter Hand Cannon | Pistol | 30m | S/2/– | 1d10+5 I | 2 | 7 | Full | Unreliable | 3.5kg | Common |
Bolt Weapons
If there is one weapon type that defines the Imperium, it is the bolter. No other weapon combines high technology levels with deliberate brutality, and no other race would consider making it but Mankind. Bolter weapons fire rounds of self-propelled massreactive shells called bolts, set to explode just after penetration. Overall they are superb, if temperamental, devices requiring skilled maintenance using the correct rituals and blessings. Furthermore, these are all very rare weapons, available only to the lucky or well-connected few. Many are centuries old, handed down from veteran to successor, and some have long legends attached to them of their lineage. The
Adeptus Astartes also make extensive use of bolt weapons, albeit of different patterns and often of great antiquity.
Bolter ammunition is expensive and difficult to manufacture and only the elite of the Imperium have ready access to it. The standard bolter round is .75 calibre and has a super-dense metallic core with a diamantine tip. To use the various classes of bolt weapons, a character must have the Weapon Training (Bolt) Talent.
Bolt Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
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Bolt Pistol | Pistol | 30m | S/2/– | 1d10+5 X | 4 | 8 | Full | Tearing | 3.5kg | Very Rare |
Boltgun | Basic | 100m | S/3/– | 1d10+5 X | 4 | 24 | Full | Tearing | 7kg | Very Rare |
Perinetus-pattern Mark II 'Solo' Boltgun | Basic | 100m | S/–/– | 1d10+5 X | 4 | 8 | Full | Accurate, Tearing, Reliable | 7kg | Very Rare |
Storm Bolter | Basic | 90m | S/2/4 | 1d10+5 X | 4 | 60 | Full | Storm, Tearing | 9kg | Extremely Rare |
Heavy Bolter | Heavy | 150m | –/–/6 | 1d10+8 X | 5 | 60 | Full | Tearing | 40kg | Very Rare |
Maxim Bolter | Basic | 30m | –/–/5 | 1d10+5 X | 4 | 25 | 2 Full | Tearing | 6kg | Extremely Rare |
Mauler Bolt Cannon | Heavy | 90m | –/–/6 | 2d10+8 X | 8 | 60 | Full | Tearing | 40kg | Extremely Rare |
Garm Pattern Service Bolt Pistol | Pistol | 30m | S/2/– | 1d10+5 X | 4 | 8 | Full | — | 4.5kg | Rare |
Mars Pattern Mark II Scourge Boltgun | Basic | 90m | S/2/– | 1d10+5 X | 4 | 24 | Full | Reliable | 10kg | Very Rare |
Angelus Bolt Carbine | Basic | 100m | S/–/– | 2d10 X | 5 | 3 | 3 Full | Accurate | 11kg | Very Rare |
Cinder Crag Forge “Mauler” Bolt Pistol | Pistol | 30m | S/3/– | 1d10+5 X | 4 | 6 | Full | Reliable | 2.75kg | Very Rare |
Volg “Spitfire” Bolt Pistol | Pistol | 20m | S/3/– | 1d10+3 X | 0 | 3 | Full | Unreliable | 3kg | Scarce |
Melta Weapons
Melta weapons emit devastatingly intense but short-ranged blasts of heat that can melt through almost any material. Also known as cookers or melters, most types of melta induce highly pressurised gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as it reduces the target to charred scraps or molten slag. Meltas are the premier anti-armour weapons, and few vehicles can withstand their power. To use the various classes of melta weapons, a character must have the Weapon Training (Melta) Talent.
Melta Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
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Inferno Pistol | Pistol | 10m | S/–/– | 2d10+10 E | 12 | 3 | Full | Melta | 3kg | Near Unique |
Meltagun | Basic | 20m | S/–/– | 2d10+10 E | 12 | 5 | Full | Melta | 15kg | Very Rare |
Multi-melta | Heavy | 60m | S/–/– | 2d10+16 E | 12 | 12 | Full | Melta, Blast (1) | 40kg | Extremely Rare |
Plasma Weapons
Plasma weapons represent an almost-lost art for the Imperium, their secrets known to but a handful of the inner circle of the
Adeptus Mechanicus and their tech-adept artisans. Existing weapons must be carefully maintained and passed down generation to generation with each operator carefully ensuring all proper blessings of the Machine God are bestowed before use.
Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into a plasma state, held in the core by powerful magnetic confinement fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature. For this reason, plasma weapons are also known as “sun guns.” To use the various classes of plasma weapons, a character must have the Weapon Training (Plasma) Talent.
Plasma Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
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Plasma Pistol | Pistol | 30m | S/2/– | 1d10+6 E | 6 | 10 | 3 Full | Maximal, Overheats | 4kg | Very Rare |
Plasma Gun | Basic | 90m | S/2/– | 1d10+7 E | 6 | 40 | 5 Full | Maximal, Overheats | 18kg | Very Rare |
Plasma Cannon | Heavy | 120m | S/–/– | 2d10+10 E | 8 | 16 | 5 Full | Blast (1), Maximal, Overheats | 40kg | Extremely Rare |
Plasma Caliver | Basic | 150m | S/2/– | 1d10+6 E | 6 | 24 | 2 Full | Overheats | 4kg | Very Rare |
Plasma Culverin | Heavy | 100m | S/2/– | 2d10+12 E | 10 | 16 | 5 Full | Overheats, Maximal, Blast (1) | 15kg | Extremely Rare |
Flame Weapons
Flame weapons project fire upon their foes and generally use a fuel referred to as promethium, though it can also be a home-made concoction or other chemical brew depending on the local technology level. Most are a mono-propellant fuel that ignites via a smaller pilot flame at the tip of the barrel, though some flamers use binary hypergolic fuels. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard pressed to put out the fire. To use the various classes of flame weapons, a character must have the Weapon Training (Flame) Talent.
Flame Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Wt. | Availability |
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Hand Flamer | Pistol | 10m | S/–/– | 1d10+4 E | 2 | 2 | 2 Full | Flame, Spray | 3.5kg | Rare |
Flamer | Basic | 20m | S/–/– | 1d10+4 E | 2 | 6 | 2 Full | Flame, Spray | 6kg | Scarce |
Heavy Flamer | Heavy | 30m | S/–/– | 1d10+5 E | 4 | 10 | 2 Full | Flame, Spray | 45kg | Rare |
Inferno Cannon | Vehicle | 50m | S/–/– | 2d10+15 E | 8 | 50 | — | Flame, Spray | 600 kg | Rare |
Voss Pattern Nightfire Flamer | Basic | 20m | S/–/– | 1d10+5 E | 2 | 3 | 2 Full | Flame, Toxic | 6kg | Very Rare |
Cadence Promethium “Destroyer” Incineration Device | Pistol | 15m | S/–/– | 1d10+5 E | 2 | 5 | 2 Full | Flame | 2.1kg | Very Rare |
Gas Torch Flamer | Basic | 5m | S/–/– | 1d10+1 E | 2 | 5 | 2 Full | Flame | 20kg | Very Rare |
Tox Spray | Basic | 10m | S/–/– | 1d10 E | 2 | 3 | 3 Full | Flame, Toxic | 8kg | Rare |
Exotic Weapons
Many weapons are not only uncommon in the Imperium, but also unimaginable to most of its citizens. These weapons are always expensive and beyond the reach of all but the elite or most resourceful. Because these weapons are so specialised, a character must have a Talent for each individual exotic weapon he wishes to use. For example, to use a needle pistol, a character would need Exotic Weapon Training (Needle Pistol).
Imperial Exotic Weapons
Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | kg | Availability |
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Needle Rifle | Bastc | 180m | S/–/– | 1d10 R | 0 | 6 | 2 Full | Accurate, Toxic (5), Felling (1) | 2kg | Very Rare |
Needle Pistol | Pistol | 30m | S/–/– | 1d10 R | 0 | 6 | Full | Accurate, Toxic (5), Felling (1) | 1.5kg | Very Rare |
Web Gun | Basic | 50m | S/–/– | — | 0 | 1 | Full | Snare, Blast (2) | 6kg | Rare |
Web Pistol | Pistol | 30m | S/–/– | — | 0 | 1 | Full | Snare | 3.5kg | Rare |
Heavy Webber | Heavy | 70m | S/–/– | — | 0 | 3 | Full | Snare, Blast (5) | 14kg | Rare |
Grenades
Grenades
† Damage only effects flora and has no other effect.
†† Unlike blind, this only interferes with visual sight.
Name | Range | RoF | Damage | Pen | Clip | Special | Wt. | Availability |
---|
Anti-Plant Grenade | SBx3 | S/–/– | 3d10 E† | 0 | 1 | Blast (3) | 0.5kg | Scarce |
Blind Grenade | SBx3 | S/–/– | 2d10 E | 0 | 1 | Smoke (3) | 0.5kg | Scarce |
Fire Bomb Grenade | SBx3 | S/–/– | 1d10+3 E | 6 | 1 | Blast (3), Flame | 0.5kg | Plentiful |
Frag Grenade | SBx3 | S/–/– | 2d10 X | 0 | 1 | Blast (3), Ogryn-Proof | 0.5kg | Common |
Hallucinogen Grenade | SBx3 | S/–/– | — | 0 | 1 | Hallucinogenic (2), Blast (6) | 0.5kg | Scarce |
Krak Grenade | SBx3 | S/–/– | 2d10+4 X | 6 | 1 | Concussive | 0.5kg | Rare |
Photon Flash Grenade | SBx3 | S/–/– | — | 0 | 1 | Blast (10) | 0.5kg | Rare |
Smoke Grenade | SBx3 | S/–/– | — | 0 | 1 | Smoke (6)†† | 0.5kg | Common |
Stun Grenade | SBx3 | S/–/– | — | 0 | 1 | Blast (3), Concussive (2) | 0.5kg | Common |
Maccabian Frag Grenade | SBx3 | S/–/– | 2d10+1 X | 0 | 1 | Blast (3), Sanctified | 0.5kg | Rare |
Iron-Eater Grenade | SBx3 | S/–/– | 2d10 E | 5 | 1 | Blast (2), Corrosive | 0.5kg | Very Rare |
Tube Charge | SBx3 | S/–/– | 3d10 X | 0 | 1 | Blast (4) | 0.5kg | Scarce |
Choke Gas | SBx3 | S/–/– | Special | 0 | 1 | Blast (1d10+3) | 0.5kg | Scarce |
Nail Bomb | SBx3 | S/–/– | 1d10+1 X | 0 | 1 | Blast (2), Unreliable | 1kg | Average |
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