Equipment

Hand to Hand Weapons

Name

Cost

Avail

Strength

Damage

Save Modifier

Special

Massive Axe, Sword or Club

15

C

user+2

1

-

Due to slowness, opponent will win on a draw result.

Clubs, Mauls and Bludgeons

10

C

user+1

1

-

-

Chainsword

25

C

4

1

-1

May parry.

Chains and Flails

10

C

user+1

1

-

Cancels opponent's parry.  Fumble counts double.

Swords and knives

10

C

user

1

-

May parry.

Power Sword

40+3D6

R

5

1

-3

May parry.

Power Axe

35+3D6

R

6
5

1
1

-3
-2

Two Handed.
One Handed.

Power Fist

85+3D6

R

8

1

-5

 

Power Maul

35+3D6

R

5

1

-3

Downed opponents automatically go Out-of-action.
Cannot cause Serious Injuries.

Pistols - All pistols can be used in HTH combat or in the shooting phase.

Name

Cost

Avail

Short
Range

Long
Range

To Hit
Short

To Hit
Long

Str

Dam

Save
Mod

Ammo
Roll

Special

Autopistol

15

C

0-8

8-16

+2

-

3

1

-

4+

 

Bolt Pistol

20

C

0-8

8-16

+2

-

4

1

-1

6+

 

Hand Flamer

20

C

Template

Template

spec

spec

4

1

-2

4+

Targets may catch fire.

Laspistol

15

C

0-8

8-16

+2

-1

3

1

-

2+

 

Needle Pistol

100+4D6

R

0-8

8-16

+2

-

3

1

-1

6+

Automatically wounds on a hit.
Special Injury table used for out-of-action

Plasma Pistol

25

C

0-6
0-6

6-18
6-17

+2
+2

-1
-1

6
4

1
1

-1
-

4+
4+

Takes 1 turn to recharge on maximum power.

Stub Gun

10

C

0-8

8-16

+2

-1

3

1

-

4+

May use Dum-Dum bullets

Web Pistol

120+4D6

R

0-4

4-8

-

-1

N/A

N/A

N/A

6+

S+D6>=9 to escape - no other actions permitted.
Comes with solvent.

Basic Weapons

Name

Cost

Avail

Short
Range

Long
Range

To Hit
Short

To Hit
Long

Str

Dam

Save
Mod

Ammo
Roll

Special

Autogun

20

C

0-12

12-24

+1

-

3

1

-

4+

 

Boltgun

35

C

0-12

12-24

+1

-

4

1

-1

6+

 

Lasgun

25

C

0-12

12-24

+1

-

3

1

-1

2+

 

Shotgun

20

C

0-4
0-4
0-4
0-4
0-4

4-18
4-18
4-18
4-18
4-24

-
+1
-
-
+1

-1
-1
-
-1
-

4
3
4
4
4

1
1
1
1
1

-
-
-2
-
-1

4+
4+
4+
6+
6+

Solid.
Scatter. 1" Blast, ignores cover.
Man-Stopper.
Hot Shot. May catch fire.
Bolt.

Special Weapons

Name

Cost

Avail

Short
Range

Long
Range

To Hit
Short

To Hit
Long

Str

Dam

Save
Mod

Ammo
Roll

Special

Flamer

40

C

Template

Template

-

-

4

1

-2

4+

May catch fire.

Grenade Launcer

130

C

0-20

20-60

-

-1

-

-

-

Auto

As Grenade.
Move or Fire

Meltagun

95

C

0-6

6-12

+1

-

8

D6

-4

4+

 

Needle Rifle

230+4D6

R

0-16

16-32

+1

-

3

1

-1

6+

Automatically wounds on a hit.  Special Injury table used for out-of-action

Plasma Gun

70

C

0-6
0-6

6-24
6-16

+1
+1

-
-

7
5

1
1

-2
-1

4+
4+

Takes 1 turn to recharge on maximum power. 

May sustained fire 1D on maximum.

Heavy Weapons

Name

Cost

Avail

Short
Range

Long
Range

To Hit
Short

To Hit
Long

Str

Dam

Save
Mod

Ammo
Roll

Special

Autocannon

300

C

0-20

20-72

-

-

8

D6

-3

4+

Sustained fire 1D

Heavy Bolter

180

C

0-20

20-40

-

-

5

D4

-2

6+

Sustained fire 2D

Heavy Plasma Gun

285

C

0-20
0-20

20-72
20-40

-
-

-
-

10
7

D10
D4

-6
-2

4+
4+

1.5" Blast.  Takes 1 turn to recharge on maximum power.

Heavy Stub Gun

120

C

0-20

20-40

-

-

4

1

-1

4+

Sustained fire 2D

Lascannon

400

C

0-20

20-60

-

-

9

2D6

-6

4+

 

Missile Launcer

185

C

0-20

20-72

-

-

8
4

D10
1

-6
-1

Auto

Krak missile.
Frag missile. 2" Blast

Grenades

All grenades fail an Ammo Roll if they need a check (on a "6")- ie the the Ammo Roll is classed as "Auto"

Name

Cost

Avail

Str

Dam

Save
Mod

Special

Krak

50

C

6

D6

-3

 

Frag

30

C

3

1

-1

2" Blast.

Melta Bomb

40+3D6

R

8

D6

-4

 

Gas

20+2D6
15+2D6
40+4D6

R
R
R

N/A

N/A

N/A

Scare Gas.
Choke.
Hallucinogen.

Plasma

30+3D6

R

5

1

-2

1.5" Blast.  Each turn D6 - 1: dissappears, 2-5: contracts half inch, 6 expands D6 inches then dissappears at the end of the turn.

Photon Flash Flare

20+2D6

R

N/A

N/A

N/A

1.5" Blast.D6<I to get -1WS -1BS, otherwise blinded.  Blinded does nothing but recover on D6 of 5 or 6 each turn.  1 in 6 chance of ruining optical sights.

Smoke

10+3D6

R

N/A

N/A

N/A

2" Smoke. Each turn D6 - 1: disappears next turn, 2-4: remains, 5: contracts half inch, 6: drifts D6" in random direction

Armour

Name

Cost

Avail

Save

Special

Carapace

70+3D6

R

4+

Halves I, rounding up.

Flak

10+2D6

R

6+

5+ vs Template weapons.

Mesh

25+3D6

R

5+

 

Ammunition and Gunsights

Name

Cost

Avail

Special

Hotshot Laser Power Pack

15

R

+1 S / Ammo Roll becomes 6+ / Laser weapons only.

Red Dot Laser Sight

30+3D6

R

+1 To Hit.  / D6 roll of 6 by target to see dot and avoid being hit. /  Pistol, Basic and Special weapons only.

Mono Sight

40+3D6

R

+1 To Hit. / Basic, Special and Heavy weapons only. / Does not work if on overwatch.  / Must be stationary.

Infrared Sight

30+3D6

R

Reduces Cover To Hit modifier by 1. / Basic, Special and Heavy weapons only. / Does not work for sustained fire.
Does not work if on overwatch.

Telescopic Sight

40+3D6

R

Doubles Short Range. / Basic and Special weapons only. / Does not work if on overwatch.

Man Stopper Shotgun Shells

5

C

-1 THS  / -2 SM

HotShot Shotgun Shells

5

C

-1 THS  / -1 THL  / May catch fire / 6+ Ammo Roll

Bolt Shotgun Shells

15

C

+6" LR  / -1 SM / 6+ Armor Roll

Dum-Dum Bullets

5

C

+1 S (Ammo fail and weapon explodes)

Krak missiles

115

C

 

Frag missiles

35

C

 

Bionics

Name

Cost

Avail

Special

Bionic Eye

50+3D6

R

Cancels one Serious Eye Injury.
May reroll a flash result.

Bionic Leg

80+3D6

R

Cancels one Serious Leg Injury.
An extra kick attack in HTH of user+2 S doing D3 wounds.

Bionic Arm

80+3D6

R

Cancels one Serious Arm Injury.  / +1 S in HTH or throwing grenades.
+1 I in HTH.

Misceleanous

Name

Cost

Avail

Special

Auto Repairer

80+4D6

R

Kept in a territory. / Not counted in Gang Rating.  Destroyed if gang defeated in 'Raid' scenario.
D6 roll of 4+ to cancel a failed Ammo Roll, including 'Auto'.
Requires a Heavy and a Ganger to operate between scenarios.

Bio Booster

50+4D6

R

Only works once per scenario. / Only works on the first injury roll.
Alternate Injury Roll D6 - 1-3: flesh wound, 4-5: down, 6: out of action.

Bio Scanner

50+3D6

R

Triple range to see hidden enemy (I*3).
Triple spotting range of sentries and +1 to see in relevant scenarios.

Blindsnake Pouch

30+2D6

R

If shot at by an overwatched opponent, D6 of 4+ to dodge if hit.

Clip Harness

10

C

May fasten clip if stationary.
Will dangle if they fall.
D6<=I to climb back up at the start of the next turn.

Concealed Blade

10+D6

R

If captured, may try to escape.  D6 roll of - 1: killed, 2: recaptured, 3: escapes but loses all equipment and weapons to the capturing gang, 4-6: escapes with all weapons and equipment.
Blade is only good for one escape.

Filter Plugs

10

C

May reroll Toughness tests against gas.

Grav Chute

40+4D6

R

Takes no damage from a fall of any height.

Grapnel

30+4D6

R

SR 0-8 LR 8-16 THS +2 THL +1 Str2 Dam1 SM- Ammo Roll 6+
Hitting a point of terrain is a small target. In the model's next movement phase, the model may winch themselves to that point.

Infra Goggles

30+3D6

R

Double range to see hidden enemy (I*2)
Double spotting range of sentries and +1 to see in relevant scenarios.

Isotropic Fuel Rod

50+4D6

R

Converts a territory into a Settlement.

Lobo Chip

20

C

Does not test for stupidity or frenzy. 
I goes to 1. 
Cannot be transferred to other models.

Mung Vase

D6x10

R

If leader dies before next trading session, vase is lost.
Next trading session, roll D6 - 1: fake, worthless, destroyed, 2: fake $D6, 3: $30+4D6, 4: $30+6D6, 5: $5x2D6, 6: $10x2D6

Medi Pack

80+4D6

R

Can only be used on another model in base to base contact.
Must do nothing the entire turn.
In recovery phase, a new injury roll is made
1-4: recovers, 5: down, 6: out of action

One in a Million Weapon

weapon  x 2

R

Automatically passes its ammo roll.
If the roll is 'auto',  then it passes on 4+
Choose the weapon from the below list
1-2: Pistol, 3-4: Basic, 5: Special, 6: Heavy 

Photo Contacts

15

C

May reroll flash results.
May see and move through smoke without penalty.
May shoot through smoke at -1.

Photo Visor

10

C

May reroll flash results.
May see and move through smoke without penalty.
May shoot through smoke at -1.

Silencer

10+2D6

R

Weapon is silenced.
Only useful in some scenarios.

Skull Chip

30+3D6

R

May reroll any I test.
Cannot be transferred to other models.

Ratskin Map

D6 x 10

R

Used once before a scenario.
Roll D6
1: Fake - opponent choses scenario, 2: Treasure map - D6 1-5: fake, 6: add an Archeotech territory, 3: Vague - modify scenario roll by 1, 4: Worn - modify scenario roll by 2, 5: Ancient - modify scnary roll by 2 and may swap a territory for Tunnels, 6: Recent - may modify scenario roll by 3.

Respirator

10

C

May reroll Toughness tests against gas.

Screamers

10+3D6

R

One use.  Lasts entire scenario.
Used in Raid and Rescue scenarios.
If an intruder moves that turn, a D6 roll of 6 sets them off.
Only one roll per turn.

Stummers

10+3D6

R

One use.  Lasts entire scenario.
Used in Raid and Rescue scenarios.
-1 to set off alarms.
Cancels Screamers

Weapon Reloads

weapon / 2

R

Add +1 to Ammo rolls.  If the roll is normally 2+ then the first roll always succeeds for the scenario and the remainder are normal.
If wounded, model is out of action on a 5 or 6.
May not be used with weapons that have an 'Auto' for ammo rolls.
Specific to a weapon and may not be transferred to a different weapon.