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 |
1 |
-3 |
Two Handed. |
|
Power Fist |
85+3D6 |
R |
8 |
1 |
-5 |
|
|
Power Maul |
35+3D6 |
R |
5 |
1 |
-3 |
Downed opponents automatically go Out-of-action.
|
Pistols - All pistols can be used in HTH combat or in the shooting phase.
|
Name |
Cost |
Avail |
Short |
Long |
To Hit |
To Hit |
Str |
Dam |
Save |
Ammo |
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. |
|
Plasma Pistol |
25 |
C |
0-6 |
6-18 |
+2 |
-1 |
6 |
1 |
-1 |
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. |
Basic Weapons
|
Name |
Cost |
Avail |
Short |
Long |
To Hit |
To Hit |
Str |
Dam |
Save |
Ammo |
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 |
4-18 |
- |
-1 |
4 |
1 |
- |
4+ |
Solid. |
Special Weapons
|
Name |
Cost |
Avail |
Short |
Long |
To Hit |
To Hit |
Str |
Dam |
Save |
Ammo |
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. |
|
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 |
6-24 |
+1 |
- |
7 |
1 |
-2 |
4+ |
Takes 1 turn to recharge on maximum power. May sustained fire 1D on maximum. |
Heavy Weapons
|
Name |
Cost |
Avail |
Short |
Long |
To Hit |
To Hit |
Str |
Dam |
Save |
Ammo |
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 |
20-72 |
- |
- |
10 |
D10 |
-6 |
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 |
D10 |
-6 |
Auto |
Krak missile. |
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 |
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 |
R |
N/A |
N/A |
N/A |
Scare Gas. |
|
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.
|
|
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. |
|
Bionic Leg |
80+3D6 |
R |
Cancels one Serious Leg Injury. |
|
Bionic Arm |
80+3D6 |
R |
Cancels one Serious Arm Injury. / +1 S in HTH or throwing grenades.
|
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. |
|
Bio Booster |
50+4D6 |
R |
Only works once per scenario. / Only works
on the first injury roll. |
|
Bio Scanner |
50+3D6 |
R |
Triple range to see hidden enemy (I*3).
|
|
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. |
|
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.
|
|
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+ |
|
Infra Goggles |
30+3D6 |
R |
Double range to see hidden enemy (I*2)
|
|
Isotropic Fuel Rod |
50+4D6 |
R |
Converts a territory into a Settlement. |
|
Lobo Chip |
20 |
C |
Does not test for stupidity or frenzy.
|
|
Mung Vase |
D6x10 |
R |
If leader dies before next trading session,
vase is lost. |
|
Medi Pack |
80+4D6 |
R |
Can only be used on another model in base
to base contact. |
|
One in a Million Weapon |
weapon x 2 |
R |
Automatically passes its ammo roll. |
|
Photo Contacts |
15 |
C |
May reroll flash results. |
|
Photo Visor |
10 |
C |
May reroll flash results. |
|
Silencer |
10+2D6 |
R |
Weapon is silenced. |
|
Skull Chip |
30+3D6 |
R |
May reroll any I test. |
|
Ratskin Map |
D6 x 10 |
R |
Used once before a scenario. |
|
Respirator |
10 |
C |
May reroll Toughness tests against gas. |
|
Screamers |
10+3D6 |
R |
One use. Lasts entire scenario.
|
|
Stummers |
10+3D6 |
R |
One use. Lasts entire scenario.
|
|
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. |
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