IMPERIAL WEAPONS

For all you psychopaths out there, this section describes the deadly weapons of the far future. These weapons are in addition to weapons found in T20 source books.  Weapons belonging to TL 12 or below can be purchased readily anywhere in the Imperium, TL 13 and TL 14 are only available from the black market, as loot of aliens or as gifts from the various Imperial Organisations (Space Marines, Battle Sisters, High Lord of Terra etc.)

Additionally any kind of energy based weapon (laser for instance) are VERY rare in the Imperium.  The few that do exist are irreplaceable (but they are fixable by the tech-priests of Mars).  Any weapon that is an energy based weapon in any T20 compendium costs quadruple the listed price and can only be found on the black market, Mars or as a gift from one of the Imperial Organisations (Inquisition, High Lords etc. etc.).

There is a lot of variety in the Imperium on the way weapons look, a 9mm from Catchaman can look different then one from Terra.  Feel free to add ornate or unique looks to individual weapons (Gold Plated weapons, Weapons with Arcane runes etc.).  Imperial Nobles will nearly always carry an ancient slug thrower and a ancient sword at there side at ceremonies, these weapons are nearly always ornate and master-crafted.

The further back or forward a weapon is in TL from TL 13 (i.e. the older or more advanced the weapon is) double its cost.  This is cumulative with Master-crafted weapon cost, if weapon is master-crafted.

Necron, Eldar and Dark Eldar weapons are usable by humans but difficult to get due to there rarity.  Ork weapons are fairly common on the black market.  Tyranid weapons are usable by humans but ultra-rare, most people prefer not to use them even if they could due to there repulsiveness.  Also, since some of the Tyranid weapons are symbiotic weapons, humans can take damage from there use.

Weapon         Ammo  
 Cost (Cr)TLRoFRange (M)DMG (Crit)SizeTypeWt.Recoil RndWt.Cost (Cr)
Bolt Pistol400123403d6 (x1)MP2No151kg5
Bolt Gun800123503d8 (x1)MP3No151kg5
Heavy Bolter1600123503d10 (x1)MP4No303kg10
Laspistol -- *As T20 Laser  Pistol*--- ---
Las Gun -- *As T20 Laser  Carbine*--- ---
Lascannon -- *As T20 Laser  Rifle*--- ---
Meltagun2000131205d+5 (x1)ME10No10500g10
Multi-Melta4000131205d+10 (x1)LE20No5500g10
Needle Pistol500133~601d4-1 (x1)SP1No100100g100+toxin
Needle Gun1000143~601d4 (x1)SP3No100100g100+toxin
Plasma Pistol-- *As T20 PGMP-14* -------
Plasma Gun-- *As T20 PGMP-12*-------
Heavy Plasma Gun-- *As T20 PGMP-13*-------
Hand Flamer900101203d6 (x1)ME20No55kg40
Flamer120091304d6 (x1)LE30No1010kg90
Web Gun50012120SpecialM*5Yes210kg25
Heavy Webber100013120SpecialL*10Yes512kg35
Sniper Rifle8000111802d10 (x3)LE4No4100g50

So what do all these weapons do? What the hell are they? Read on..

CONVENTIONAL WEAPONS                                                                                              Most people in the 41st millennium own at least one of these weapons, from the small Stub Guns to the larger Heavy Stubbers. Conventional weapons also includes any TL 7/8 slug-thrower weapons (i.e. 20th Century weapons), but not TL 6 or lower weapons. They are relatively easy to find and maintain. Conventional ammo is also fairly commonAll the TL 7+ slug thrower weapons are in common usage within the Imperium.

BOLTGUNS                                                                                                                                    All these weapons fire small, self-propelled missiles known as bolts. Bolts are relatively large (three times the size of a rifle bullet), and a magazine therefore holds relatively few. This is outweighed, however, by the astonishing armour penetrating power of the bolt's adamantium tip, complemented by an explosive charge contained within the bolt's core.

BoltPistol                                                                                                                                                Bolt pistols make excellent short range weapons that are more than capable of penetrating all but the best armour. These weapons are used by many close combat troops. A variant of the bolt pistol used by Orks is known crudely as the Slugga.

Boltgun                                                                                                                                         Boltguns or bolters are the codex issue armament of Space Marines. They are fine weapons that are ideal for the battlefield but, like all weapons, require regular maintenance rituals and cleaning to keep them fully operational. Orks have been known to use weapons very similar to Imperial boltguns (perhaps due to research on captured weapons) and refer to them as Shootas.

Heavy Bolt Gun                                                                                                                                 These are highly respected for their accuracy and increased ammunition capacity compared to a boltgun. A heavy bolter may be loaded with either one, two or three magazines, each containing 15 bolts.

Bolter Ammo                                                                                                                                    Bolt weapons have some non-standard ammo available to them.  They may also use standard T20 ammunition as well;

Hellfire:  Damage as listed +2d6 (acid) damage.  + 100Cr per Clip.                                                   Inferno:  Ignites on impact for +2d6 (fire) damage. + 200Cr per Clip.
Kraken Penetrator: As standard AP ammo from T20.
Metal Storm: This frag shell explodes over a 5 metre radius for 2d10 AOE damage. + 500Cr per Clip.
Stalker:  Silenced.  As T20 rules.

Bolters may also be magazine or drum fed.  This increases the ammo cache by 30 and 45 respectively (including associated weight and cost +10% Cr).  These drum or magazine fed bolters jam on a 1-3 and take an entire round to unjam.

 

LAS WEAPONS                                                                                                                             Laser weapons emit a beam of focussed light. As a shot strikes solid matter its energy is released, causing an explosive reaction at its surface. The most notable feature of the laser is its inability to pierce thick armour. They do a lot more damage to unprotected flesh than solid projectiles would. However, they do have one advantage, laser ammunition takes the form of a power pack and it can be recharged.

Laspistol                                                                                                                                          The Laspistol is the standard armament amongst the Imperial Guard and is used widely by Eldar. It is a reliable weapon that shoots laser, or laser shells, which can sear through flesh. The laser shells however, tend to disperse slightly at longer ranges.

Las Gun                                                                                                                                           Las guns are cheap, mass-produced weapons used by the Imperial Guard and most Eldar units. These weapons are relatively cheap to manufacture and are easy to use and maintain. There are many different design of lasguns and most worlds produce their own versions, made of locally available materials. Many lasguns and pistols include solar converters for recharging powerpacks.

Lascannon                                                                                                                          Lascannons are large, cumbersome, but extremely powerful weapons ideally suited to taking out vehicles and buildings.

Sniper Rifle                                                                                                                                    Modified Las-rifle with infrared nightscope and elongated barrel for extra range.  Mars manufactured triplex designed silent laser (soundless and invisible).  The weapon of choice for the Officio Assassinorum. For each TL above 11 add +15% to the cost but you can reduce the weight by 1 kg (to a minimum of 1) and increase the round number by 1 and range increment by 5m.  You can remove Triplex Modification and this drops the price by 50%.  This rifle comes standard with IR and Telescopic vision.  Removing this add-ons reduces the price appropriately.  Remember that TL costs above (and including) 13 cost double the normal rate.  So a TL 13 Sniper Rifle would increase the cost +45%
 

Triplex Modification: Laser weapons maybe purchased with the Triplex modification for a price increase of 150%.  This modification allows the weapon to shoot double or triple the normal strength lasers.  Increase the die of damage by double or triple depending which setting us used.  Ammo usage is triple and quadruple, respectively.  It takes a move equivalent action to switch from standard, double or triple power.

MELTA & FLAME WEAPONS

Meltagun                                                                                                                                          The Thermal Gun or meltagun, as it is known to many outside the military, shoots blasts of tremendous heat capable of melting flesh to nothing recognisable and equally capable turning heavily armoured vehicles into molten slag. Elite troopers are often equipped with this weapon for anti-tank roles.  Anyone (or anything) killed by a Meltagun leaves no remains (i.e. no loot).

Multi-Melta                                                                                                                                            Multi-melta or thermal cannons, take the extremes of heat to a new extreme. They are double-barrelled Thermal Guns in almost every sense but generate more heat as a result of extra power packs. Anyone (or anything) killed by a Multi-Melta leaves no remains (i.e. no loot).

Hand Flamer                                                                                                                                   The Hand Flamer is a useful weapon that fires bursts of flame at an enemy. The flame chemical sticks to the enemy, burning him alive in the process. Although it is smaller than the Flamer it still does the same amount of damage, albeit at much closer quarters.

Flamer                                                                                                                                               Flamers require two hands to use and are larger than the Hand Flamer, giving more range and more power as a result. The canister of chemicals is fitted into an armoured jacket to protect it from stray hits, but even so it is volatile and dangerous material.

 

NEEDLERS  (Exotic Weapon)                                                                                                             Needlers do not actually fire needles, but a sliver of chemical crystal which looks, to the naked eye, like a splinter of glass. Needle weapons carry a reservoir of liquid chemical in a pressurised capsule containing sufficient chemical for 50 shots. Propulsion is provided by vapour pressure activated by a tiny laser, itself powered by a power pack providing enough energy for 50 shots. They are silent weapons whose chemical needles are so fine they are not felt even when they hit exposed flesh. The chemicals are so fast-acting that only a few seconds elapse between the target being hit and suffering the effects. The chemicals used vary from deadly neuro-toxins to sedatives and intoxicants. Needlers are never used by combat troops because of their poor armour penetration, for even a thin layer of clothing can stop a needle from hitting flesh.

Needle Pistol                                                                                                                                   The Needle Pistol is an ideal weapon for assassins and Imperial agents, being small, compact and accurate at short ranges. This weapon is identical to the Needler (pg.50, Ultra-Tech).

Needle Gun or Rifle                                                                                                                        These are rifle-sized and are very accurate as most are fitted with targeters. This weapon is identical to the Needle Rifle  (pg.50, Ultra-Tech).

Needle Gun Ammo                                                                                                                       Needlers may fire any poison listed in the DMG on pg. 80.  Convert the gp cost directly to the Cr cost per dose.  For example Small centipede poison costs 90gp.  This would become Cr90.  If you wanted to fill a Needle Guns up to its maximum of 100 shots of Centipede poison then it would cost you Cr9000.  It is possible to only fill a needle gun partially (for instance just 10 rounds instead of the full 100) and you may also mix and match poisons in the needle gun.  For example you may have 50 rounds of Greenblood oil and 50 rounds worth of Bloodroot.  Some custom w40k toxins include;

Bloodfire: Fort Save (DC20) or the target becomes Stunned until he passes the save.  Each round, the victim takes 1d6 damage (AR does not apply).                                                                                       Hallucinogen: Target becomes confused for 10-rounds or until a Fort Save (DC23) is made. The DM should describe the actual visions in detail and the player should act on them!  If you have access to Inquisitor use the hallucination table on pg.89.                                                                                                              Choke: Fort (DC23) each turn.  5 failures leaves the character unconscious.
Stun: Character is stunned for 20-Con bonus rounds.

All these new toxins are TL 13+ and cost Cr1000 a dose.
 

PLASMA WEAPONS                                                                                                                  Plasma is energized matter, the stuff of the stars themselves. It is incredibly dangerous stuff and rather difficult for the firer to control; the slightest touch of the trigger releases colossal energies. For this reason the weapon is designed to fire only in the semi-automatic mode. The Plasma energizer is powered by a power pack, but is by no means stable, and a plasma weapon struck or knocked out of hand by a weapon hit will explode inflicting damage on its carrier equal to a hit from the weapon at point blank range.

Plasma Pistol                                                                                                                                Plasma Pistols are smaller versions of the larger Plasma and Heavy Plasma Guns. They have a shorter range and are less accurate. As PGMP-14 from T20.

Plasma Gun                                                                                                                                 These are approximately the same size as Bolters and require two hands to use effectively. When fired, they release brightly glowing shells of pure energy which react with the target to create miniature spheres of boiling nuclear energy. As PGMP-12 from T20.

Heavy Plasma Gun                                                                                                                       These are powerful weapons that can destroy vehicles with ease.  As PGMP-13 from T20.

 

WEBBERS                                                                                                                              Webbers are not designed to kill, but to enmesh their target in a web-like chemical net. Web chemical is contained in a canister fitted to the weapon, and is sprayed over the target when the gun is fired. As the chemical reacts with the air, thousands of sticky strands momentarily expand before tightening and hardening, trapping the target. Webbers are normally useless against buildings or vehicles, but can be used to 'weld' shut a door, window or similar-sized opening. A web can also be used to cover control panels, vehicle controls or any comparable surface, making it impossible to use.   They do slowly loss their effectiveness over time.

Web Guns                                                                                                                                      These are bulky pistols easily identifiable by their wide, splayed nozzles and canister of web. This weapon is identical to the spell Web as if cast by a level 3rd level Wizard (pg. 271 of the PHB) with the exception that it can only affect 1 target.

Heavy Webbers          &nb