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 GURPS Basic, Compandium, High-Tech and Ultra-Tech source books. Weapons belonging to TL 8 or below can be purchased readily anywhere in the imperium, TL 9 and TL 10 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.) Additionaly any kind of energy based weapon (laser for instance) are VERY rare in the Imperium. The few that do exist are irreplacable (but they are fixable by the tech-priests of Mars). Any weapon that uses the Univeral Battery (or GURPS power cells) in any GURPS compandium 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 (Inquisation, High Lords etc. etc.). Theres 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 inidividual 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 8 (ie the older or more advanced the weapon is) double its cost. This is cumlative with Master-crafted weapon cost, if weapon is master-crafted. Some of the weapons below appear in one or more GURPS expansion, they are re-printed here to show that these weapons are in common use in the Imperium and there should be little difficult getting them, be it legally or illegally. 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 replusivness. Also, since some of the Tyranid weapons are symbiote weapons, humans can take damage from there use. MASTER-CRAFTED WEAPONS Master-crafted weapons are ancient very well made weapons, some older then 10'000 years. They were made during the Dark Age of Technology, some ancient slug-throwers were made even earlier, during a time whos knowledge is lost to us. ANY type of Imperial weapon can be master-crafted. Master-crafted weapons have a damage and accuracy bonus of +1 added to what ever that weapons normal damage/accuracy is. Some truly ancient devices are also made of living metal (pg.UT18). Living metal weapons/items are ultra rare, and fetch an extremely high price on the market. Standard master-crafted weapon generally cost triple the listed price, when (if) they can be found at all. AMMUNITION Ammo comes in different shapes and sizes. Bolt weapons use Bolt ammunition in a 15 shot magazine, Stub Guns use the more readily available conventional ammunition in a 20 shot clip, Las Guns use the Universal Battery (UBA) which energise the weapon giving it the power necessary to shoot and so on. Universal Battery are very useful and can be recharged and slotted back into the weapon in the same way as a normal ammo clip. Universal Battery is a multi-purpose "one size fits all" power source for weapons. It replaces the GURPS power cell. Some weapons can be fitted with more than one magazine at once. The heavy bolt gun can carry two magazines, for example. A character, carrying one of these multiple clipped weapons, can switch from one magazine to another. To do this the character must change the magazine selector switch on the weapon. .Missile Weapons (Imperial)
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 (ie 20th Century weapons), but not TL 6 or lower weapons. They are relatively easy to find and maintain. Conventional ammo is also fairly common, weapons not described here (like the TL 7 9mm Lugar) use their own type of ammo, which is also easy to find. TL 6 ammo is rare. The best source of TL 7 and older weaponry is GURPS High Tech. All the TL 7 weapons listed there 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 outweiged, however, by the astonishing armour penetrating power of the bolt's adamantium tip, complemented by an explosive charge contained within the bolt's core. Bolt Pistol 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. 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. A single shot uses 50 power points. A lascannon is capable of holding up 10 power packs at once, and redundant packs are automatically ejected as they are used. 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. 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. They can be loaded with up to 10 power packs at once. 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 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). 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. Each shot expends 10 power points. 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. Each shot expends 10 power points, so a pack is good for 5 shots. Heavy Plasma Gun These are powerful weapons that can destroy vehicles with ease. A single shot expends 50 power points, so 1 power pack provides enough energy for 1 shot. However, 10 packs can be loaded into it at the same time. SHURIKEN WEAPONS Shuriken weapons fire a hail of very thin, razor sharp discs or stars by means of a gravitic reaction projector. The mechanism is very sophisticated compared to the simple laser or bolter, and is consequently more expensive to manufacture and maintain. Shuriken ammo is also difficult to manufacture and as a result shuriken weapons are produced in very small numbers in the Imperium. The origin of the majority of these weapons is actually alien, in any case. Human imitations of them are imperfect at best. Shuriken Pistol These weapons are only slightly less accurate than the catapult type, but only hold 10 shots in their magazines. Shuriken Catapult This is the standard version of the weapon requiring two hands to use properly. It holds a magazine containing enough for 20 shots. Shuriken Cannon This is the largest and heaviest version of the weapon. The magazine holds enough for 50 shots. 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. A web can cover an area up to 3 x 3m. Web Guns These are bulky pistols easily identifiable by their wide, splayed nozzles and canister of web. This weapon is identical to the Tangle Pistol (pg.51, Ultra-Tech) Heavy Webbers These weapons fire a far greater volume of web forming a circular net 6m in radius. The firer nominates a point as his target and fires as normal. If the shot hits then everyone within the area effect is hit, although an I test may be passed to avoid it at the last minute - except for the target. If the shot misses, it automatically deviates D6 yards from the target in a random direction. Otherwise, this weapon is identical to the Tangler (pg.51, Ultra-Tech) LAUNCHERS Launchers are used to fire missiles or grenades over long distances. Full details of missile and grenade types can be found here. Missile Launcher Missile launchers are always shoulder-mounted with many of them carrying a magazine of missiles, though these are usually restricted to the Adeptus Astartes. Those that can hold up to 5 missiles at once. If several missile types are loaded, the player must write down the loading order. The missiles can only fire in this order. Grenade Launcher Grenade launchers are designed to fire micro-grenades, and will not accept the larger normal grenade types. They utilise a magazine divided into 4 separate compartments. Each compartment holds 10 grenades. The shooter can switch from one compartment to another taking 1 action to make the change. A single grenade may also be loaded directly into the weapon's breech taking, 1 action. Melee Weapons (General) Any "ancient" hand-to-hand weapon can be converted into a power weapon. The cost of conversion is 100x the cost of the weapon. Converted weapons add a die (1d) to there damage capability for each + they originally had. Example a Power Pick would be sw+1d. Ancient and Power weapons have become more popular amoung the nobility due to the re-discovery of the Personal Shield. This has fueled the interest in melee weapons and skills. The Imperium Default TL for melee weapons is 11. Imperial technology is much more advanced in hand-to-hand weapons then other fields. So TL 9 is common, TL 10 is available only to Imperial Organistaions (Adeptus Terra, Adeptus Ministorum etc), TL 11 is only available to Space Marines. Those listed as Eldar/Alien Tech. are only available on the black market or as loot off aliens. UBA (Universal Battery) time is only COMBAT time. It is assumed weapons are turned off when not in use. Unusual, rare, alien and unique weapons available in the Warhammer universe are listed here.
Missile Weapons (Eldar)
Missile Weapons (Dark Eldar)
Missile Weapons (Ork)
TYRANID BIO-WEAPONS Their weapons are very unique and will no doubt be a lot of fun. Just imagine the look on a player's face when something latches onto him and starts to eat into his body! All Tyranid Weapons are Bio-tech level 10/11, tho it is difficult to compare such alien weapons.
BONESWORD Boneswords are principally used by Tyranid Warriors and Hive Tyrants. The blade of a Bonesword is a massively enlarged horn, sharply serrated along both edges. The blades are alive and slowly grow in size. If damaged they are capable of repairing themselves over time. The hilt is formed by the hard, chitinous exo-skeleton of the bio-construct. The creature's small brain is protected deep within the hilt. It is incapable of independent thought but is able to generate a powerful surge of psychic energy when stimulated by the user. LASH WHIP Lash whips are used by Tyranid Warriors and Hive Tyrants. The lash whip has a small body that is protected inside a bony tube-like shell which forms the handle of the whip. The majority of the creature's body protrudes beyond the tube and is made up of three muscular tentacles that terminate in serrated bony hooks. The lash whip gains its sustenance by using its hooked limbs to slice gobbets of flesh from its victims with a blindingly fast strike. SPINEFIST A Spinefist is a symbiote weapon-creature carried by Tyranid Warriors and Hive Tyrants for close quarter fighting. The creature clamps itself around its user's wrist with hooked extremities and wraps its muscular tail around the user's arm. The end of the tail spreads into a fan of tubes and tendrils which connect into the user's airways. The creature's carapace is formed into rows of diamond-hard spines coated with a lethal toxin. When the user wishes to fire it inhales sharply and the sudden increase in air pressure directed through the Spinefist launches a salvo of deadly projectiles in a broad pattern. STRANGLEWEB This is a weird spider-like composite creature that fires a mass of sticky mucous-like strands which wrap themselves tightly around the target and immobilise it. The harder a victim struggles, the more the web tightens so if the victim continues to struggle it will eventually be strangled or crushed by the mesh of threads. Termagants often use these weapons to capture victims for dissection. Firing the weapon: For the moment use the rules given for a Hand flamer. DEATHSPITTER This weapon is used frequently by Tyranid Warriors. It is an organic symbiote formed from three separate and quite different creatures. Deep inside the quivering innards of the Deathspitter is a warm wet brood chamber where the maggot-like creatures which form the ammunition are nurtured. These have chitinous shells and a fiery metabolism based upon their highly corrosive and volatile vital fluids. Next to the brood chamber lies the arming orifice in which lurks an oozing, spider-jawed creature that strips the maggot-like creature of its carapace with a loud grinding noise before finally dropping it into the firing colon. This in turn reacts to the corrosive flesh of the maggot-like creature with a powerful spasm which fires the morsel of living flesh out of the Deathspitter. The still living gobbet of flesh shrieks through the air (which is poison to it) until it reaches its target. There it splatters over it and kills it with a combination of velocity, poison and corrosive slime. Firing the weapon: A target hit by a Deathspitter may effect other targets nearby. Any character with 2 metres of the original target will be hit if they fail a test on half their Initiative. This acidic slime automatically penetrates primitive and energy protections. Physical armour has its penetration value doubled. Anyone who fails a T test sustains D3 automatic wounds. FLAMESPURT This symbiote creature metamorphises its bile into a liquid phosphorous compound which burns on contact with air. Gargoyles use this weapon to burn whole populations and their dwellings. Firing the weapon: When fired the flames effect everyone within a cone of 30 metres. At its widest point the cone is 5 metres wide. FLESHBORER This weapon is normally used by Termagants. It is a compact brood nest in which Borer beetles lay their eggs, which then hatch and mature, fed by sticky sap exuded by the gun itself. Mature beetles have long flea-like legs, though they more little except to shuffle slowly into the firing cavity of the weapon. When the weapon is fired, a massive electro-chemical shock surges through the beetle, goading it into frenzied activity. Its legs push it out of the weapon at tremendous speed and it hurtles forward to strike the first thing in its path. FLESH HOOKS Flesh hooks are part of the armoury of genetically engineered weaponry used by Lictors. The hooks are fired by sharp intercostal muscle spasm and allows Lictors to slay or snare their victims from a distance. The flesh hooks are also sometimes used as grapnels to allow Lictors to scale vertical surfaces at great speed. Firing the weapon: A Lictor can fire two flesh hooks per round exactly like for firing a normal weapon. A character hit by a flesh hook must inflict at least 3 wounds on it, in one hit, or be dragged 2D6 metres towards the Lictor. This will continue to happen for as long as the hook(s) stays attached. If 3 or more wounds is caused the hook detaches. SPIKE RIFLE This is used almost exclusively by Termagants. It is made up of a bony muscle-lined tube which contains a row of forward-pointing spikes growing from its rear. The spikes resemble harpoons more than anything else; they are barbed and have a razor-sharp edge. When the Spike rifle is fired a powerful muscle contraction hurls the first spike in the row at the target. DEVOURER The Devourer is amongst the most horrific of Tyranid bio-weapons. It resembles a conical lump of rotting flesh projecting from the jaws of a coiled, chitin-covered creature. The fleshy cone is infested by writhing worm-like organisms with black, shiny heads. When the gun is fired a bio-electrical shock hurls a number of these fleshworms at the target with tremendous force. The fleshworms will either shatter against the target, spraying acidic bile and poisons over it, or pierce it and start burrowing inside the victim's body. A creature infested by fleshworms is driven mad with agony as the worms eat their way through its nervous system to the brain and devour it. Firing the weapon: When it penetrates armour, the target must pass a T test or have the fleshworms burrowing into him working their way towards the brain. If the test is failed, the victim must drop everything as he falls to the floor in agony. If no appropriate medical help can be administered in as many rounds as the victim's Toughness characteristic plus 2, the victim dies immediately. BARBED STRANGLER The barbed strangler begins its growth cycle as life form contained in a seed pod the size of a man's fist. The seed is fired from a simple launcher which is little more than a muscled tube. If the seed pod pierces a living host its germination is triggered by the warmth of the victim's flesh and body fluids. The seed pod explodes releasing a concentrated mass of writhing tentacles that shoot through the victim's body and tear it apart. Within seconds the strangler grows to maturity and blood red tendrils lash out from the torn corpse; spreading and growing in all directions with blinding speed. The strangler is even powerful enough to entrap, or tear apart, a vehicle. Firing the weapon: If the seed pod misses its target it will deviate 2D3 metres from the target in a random direction. The seed pod effects everyone within a 3 metre radius, though everyone, apart from the target, may pass an I test to avoid it at the last minute. After all damage has been done, each character within the 3 metre radius must pass a S test each round or be ripped apart. How many rounds a character has depends on his T score. That is how many rounds a victim has to get out of the grip of the strangler. VENOM CANNON The Venom cannon is a long, powerful bio-weapon that fires salvos of highly corrosive poison at high velocity. The poison is formed into crystals which are encrusted with a metallic residue. When the weapon fires it uses an electrostatic charge to accelerate its deadly ammunition to supersonic speeds. The characteristic rapid cracking sound of a firing Venom cannon is caused by the crystals breaking the sound barrier. A target struck is either killed by the impact and blast of electrical energy or by corrosive fragments of the poison crystals when they shatter. Firing the weapon: The Venom cannon fires a barrage 3 metres in diameter. Nominate a target as normal and fire. If the target is missed then the shot deviates 2D3 metres in a random direction. Everything within the blast area is hit. BIO-PLASMA Carnifexes have the capacity to internally energise a form of bio-plasma which they vomit forth as a ball or bolt of blinding green fire. The plasma material is held in their gut and energised by rasping plates in their oesphagus. TYRANIDS IN HAND-TO-HAND COMBAT Even when a Tyranid does not possess a hand-to-hand combat weapon it can still tear the head of any unsuspecting adventurer with its claws!
Missile Weapons (Necron)
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