[Homerule] Expanded armoury

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Mon Oct 01, 2018 2:21 am

BRKNdevil wrote:Are you saying that everything with a 12 base should have a +2ED?

Hmm... well, from weapon stats in the W&G rulebook it is rather apparent than Ulisses Spiele usually statted weapons, that were S3 AP0 D1 in the tabletop as Damage = 7+1ED, AP 0 in Wrath & Glory. Weapons that were S4 AP0 D1 usually statted as Damage: 10+1ED, AP 0. Weapons with S5 D1 were statted as Damage = 12+2ED. And since ripper gun is S=5 AP0 in the tabletop...
However, if you feel that making it 12+1ED would be better to balance the weapon properly- I would trust your point on this and make that adjustment o.O

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Re: [Homerule] Expanded armoury

Postby BRKNdevil » Mon Oct 01, 2018 12:10 pm

no your logic is sound, now it makes me wonder what was the logic behind each of these choices. Its time to petition the moderators to petition the Current High Lords to bless us with answers we all seek

Why did we choose high lords as the name for Ulisses, they could just as well be the Chaos Gods. Or is that games workshop?

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Re: [Homerule] Expanded armoury

Postby Thornius » Thu Oct 04, 2018 3:46 am

BRKNdevil wrote:no your logic is sound, now it makes me wonder what was the logic behind each of these choices. Its time to petition the moderators to petition the Current High Lords to bless us with answers we all seek

Why did we choose high lords as the name for Ulisses, they could just as well be the Chaos Gods. Or is that games workshop?


Making it a straight conversion from the wargame does make it very easy to convert all sorts of weapons to W&G (for designers and players), but it does make it somewhat boring.
Strangely, they decided on greater graduation and custom balancing for the Projectile weapons. Shotguns got 8+1ED as a sort of high-end S3 (it is implied this is buckshot by the Spread trait, slugs would probably be simply 9+1ED Brutal), Heavy Stubbers get an extra +1ED seemingly out of nowhere and Stubcannons suffered a major nerf to 9+1ED Brutal (low-end S4?) while they should be 12+2ED (S5 in Necromunda).

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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Oct 04, 2018 6:40 am

Thornius wrote:Making it a straight conversion from the wargame does make it very easy to convert all sorts of weapons to W&G (for designers and players), but it does make it somewhat boring.

Well, that actrually may be not as easy and smooth, as first thought. The problem is that tabletop wargames' game mechanics are mostly tuned for playability (they are actually meant to be played on a table with miniatures) and game balance (they are compeitive in nature - two or more players bring their armies to bear against each other). Pen&paper roleplaying game, on the other hand, has a team of PCs going through the GM-created adventure campaign and pitting themselves against GM-controlled NPCs and adversaries. This means entirely different approach to the issue of game balance and more emphasis on being true to the WH40K's lore (fluff).
Shotguns got 8+1ED as a sort of high-end S3 (it is implied this is buckshot by the Spread trait, slugs would probably be simply 9+1ED Brutal)

As rules currently are, it seems the shotguns 8+1ED covers both possibilities. If Necromunda Underhive's different ammo types were involved it would be 5+1ED or 6+1ED Spread for scattershot and 9+1ED Brutal for slug, I suppose.

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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Oct 04, 2018 7:08 am

Doing another compilation. Added a sawn-off shotgun also.
As usual - additions are welcome. As well as questions or corrections for the stats of canon-derived guns

++ (Ranged) Las-weapons ++

1) Vostroyan-pattern lasgun
An ornate and complex designed laser rifle, designed by the techwrights from the industrial world of Vostroya. Primary arm of the Vostroyan Firstborn infantry. High-quality concentrators in the weapon's long barrel provide for excellent range. Comes standartly with bayonet lug.
Stats: 7+1ED damage, AP 0, Range: 60 meters, Salvo:2, Rapid fire (1)
Value: 4 (Uncommon)
Keywords: Las, Imperium, Astra Militarum

2) Lucius No.98 lasgun
Heavy-duty semi-auto only lasgun, trading rate of fire for the raw penetrating ability of it's shots. Adopted as a primary infantryman's arm by the Death Korps of Krieg due to its beams having the ability to easily cut through heavy anti-radiation suits, donned by infantry in Krieg's extremely brutal civil war. Comes standartly with bayonet lug.
Stats: 7+1ED damage, AP -1, Range: 48 meters, Salvo:0, Steadfast
Value: 3 (Common)
Keywords: Las, Imperium

3) Accatran Mk.IV lasgun
Compact bull-pup (the configuration, in which the main firing mechanism and the charge pack are located behind the firing hadle and the trigger) lasgun, specifically designed to be handy in short-range engagements. Favored by the Imperial Guard's light infantry and airborne regiments, including the Elysian Drop Troops and Harakoni War Hawks. Cannot mount a bayonet lug due to the design.
Stats: 7+1ED damage, AP 0, Range: 40 meters, Salvo:2; Assault, Steadfast
Value: 3 (Common)
Keywords: Las, Imperium


++ (Ranged) Projectile weapons ++

1) Armageddon-pattern autogun
Heavy-duty high-caliber (12.7mm) autogun, hailing from the hive world of Armageddon (it is used as infantryman's standard arm in the PDF there), however also exported and replicated on other worlds. Somewhat heavy and having a rather high and uncomfortable recoil, as well as rather small magazine capacity this weapon is also famous for it's raw stopping power and that is crucial when you are fighting Orks, that came to plague the world of Armageddon in the last millenia.
Stats: 8+1ED damage, AP 0, Range: 48 meters, Salvo:1; Rapid fire (1), Brutal
Value: 3 (Uncommon)
Keywords: Projectile, Imperium, Scum

2) AK-47 autogun
An ancient design, originating from the Holy Terra itself (and it is still produced there as of dawn of 42-nd millenium), then replicated (since the times, preceding the birth of Imperium itself) on the factory world of Vostroya and then put into production on many other worlds, comprising the Holy Imperium of Mankind. Used as a standard infantryman's rifle of the Planetary Defense Forces on some planets of the Imperium.
Stats: 7+1ED damage, AP 0, Range: 48 meters, Salvo:2; Rapid fire (1), Steadfast
Value: 3 (Common)
Keywords: Projectile, Imperium, Civilian, <Any>

3) Exitus rifle
The dreaded iconic long arm of the Vindicare temple assasins of the Officio Assasinorum. Each of such weapons, renowned for their precision and exceptional lethality is hand-crafted by the highly skilled Adeptus Mechanicus artisans in the best temple-workshops of Mars itself. Most of these weapons are for exclusive use by the Officio Assasinorum. However, in rare cases other individuals are allowed to be granted with one of such instruments of God-Emperor's own divine retribution. Exitus weapons start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats: 15+1ED damage, AP -3, Range: 150 meters, Salvo:0; Sniper (2), Master-crafted, Shield-breaker*
Value: 9 (Unique)
Keywords: Projectile, Imperium, Officio Assasinorum

4) Exitus pistol
The younger cousin of the Exitus rifle - used in cases when an Vindicare temple assasin finds himself/herself in need to participate in close-range combat. Each of such weapons, renowned for their precision and exceptional lethality is hand-crafted by the highly skilled Adeptus Mechanicus artisans in the best temple-workshops of Mars itself. Most of these weapons are for exclusive use by the Officio Assasinorum. However, in rare cases other individuals are allowed to be granted with one of such instruments of God-Emperor's own divine retribution. Exitus weapons start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats: 12+2ED damage, AP -3, Range: 30 meters, Salvo:1; Pistol, Master-crafted, Shield-breaker*
Value: 9 (Unique)
Keywords: Projectile, Imperium, Officio Assasinorum

5) Longshot Mk.XVI sniper rifle
A common model of a projectile-based sniper rifle. Firing 10,6mm caliber magnum shells this weapons is roughly equal to the laser-based long-las sniper rifle. However, some Imperial Guard snipers prefer it over the laser analogue (even considering having to account for wind and gravity when shooting) because of the projectile firearms's ability to mount supressors on them.
Stats: 10+1ED damage, AP 0, Range: 140 meters, Salvo:0; Sniper (1)
Value: 5 (Uncommon)
Keywords: Projectile, Imperium, Scum

6) Ripper gun
A huge automatic shotgun, firing very powerful loads of heavy shrapnel, but with recoil too punishing for a normal human. However, this gun was actually not meant for a regular soldier - this weapon, specifically designed by the Adeptus Mechanicus to be crude, but extremely reliable comes as a standard equipment for Astra Militarum's ogryn assault squads, taking advantage of ogryns' great strength and endurance. Ripper gun is also standartly equipped with intergral sword-bayonet with monomolecular edge (allows the weapon to be used in close combat, counts as a mono-knife).
Stats: 12+2ED damage, AP 0, Range: 24 meters, Salvo:2; Assault, Rapid Fire (1), Spread, Steadfast
Value: 6 (Uncommon)
Keywords: Projectile, Imperium, Astra Militarum, Ogryn

7) Sawn-off shotgun
Originally a common civilian-grade shotgun, this weapon was crudely modified by cutting off most of the stock and good portion of the barrell. While the range of the weapon suffered greately, if could be now easily concealed and it's loads of scattershot are very much lethal when used on point-blank ranges, for which this weapon was in fact intended.
Stats: 8+1ED damage, AP 0, Range: 12 meters, Salvo:1; Pistol, Spread, Brutal
Value: 3 (Common)
Keywords: Projectile, Imperium, Scum


++ (Ranged) Bolt weapons ++

1) Stalker-pattern boltgun
A variant of the hand-held bolt weapon, invented by the Adeptus Mechanicus after the Horus Heresy to fill the role of heavy tactical sniper rifle. Possessing greater range and armour penetration due to extended barrell and more powerful propellant charges of its shells, this weapon also lacks in rate of fire (being ony single-shot) and is much more cumbersome due to weapon's raw length and weight.
Stats: 10+1ED damage, AP -1, Range: 120 meters, Salvo:0; Sniper (2), Brutal
Value: 7 (Rare)
Keywords: Bolt, Imperium

2) Inferno boltgun
An old pre-Heresy Imperial design bolter, with it's machine-spirit long since corrupted by the touch of Chaos and its very operation reinforced by the eldritch Chaos magic rituals. Each shell, fired by the Inferno boltgun is imbued with raw warp-fire, allowing these to burn through even rather thick armour without much effort.
Stats: 10+1ED damage, AP -2, Range: 40 meters, Salvo:2; Rapid fire (2), Brutal
Value: 6 (Rare)
Keywords: Bolt, Chaos, Heretic Astartes

3) Guardian spear
An ornate and uniquily hand-crafted weapon, iconic for the vaunted warriors of Adeptus Custodes - the guardians of the God-Emperor himself. Each weapon is an elegant hybrid of a power halbeard and bolt-caster, allowing the wielder to engage targets both at range and in melee combat. Guardian spear start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats (Ranged): 10+1ED damage, AP -1, Range: 48 meters, Salvo:2; Rapid fire (2), Brutal
Stats (Melee): 5+2ED Damage, AP -3, Range: 2 meters; Penetrating (1), Parry, Master-crafted
Value: 11 (Unique)
Keywords: Bolt, Power field, Adeptus Custodes


++ (Ranged) Plasma weapons ++

1) Plasma Incinerator
One of the newest additions to the Primaris Astartes arsenal, the Plasma Incinerator is yet another invention of Arch-Magos Bellisarius Cawl, a testament to his great mind and the glory of Omnissiah. Being among the most advanced examples of Imperial plasma weaponry - the Plasma Incinerator fires potent bolts of superheated plasma across great distances.
Stats: 15+1ED damage, AP -4, Range: 60 meters, Salvo:2; Rapid fire (1), Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

2) Plasma Exterminator
More compact version of Plasma Incinerator, developed by the Adeptus Mechanicus to serve the need of assault-oriented Inceptor squads of Primaris Astartes. While this weapons sacrifices firing range to make overall design more compact, plasma bolts discharged from these are no less potent that those, dischaged from "full-scale" Plasma Incinerators.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:3; Assault, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

3) Heavy Plasma Incinerator
Up-scaled version of Plasma Incinerator. Only recently invented by the Adeptus Mechanicus top Magos, this weapon incorporates technology, pioneered in Plasma Incinerator but on a somewhat larger scale (however, still capable of being used by Primaris Astartes as a hand-held weapon). While bulkier, hevier and having to be fed from bulky backpack-generator, Heavy Plasma Incinerator sports the ability of firing plasma bolts so powerful, that they can reduce even small vehicles into molten slag.
Stats: 18+2ED damage, AP -4, Range: 72 meters, Salvo:1; Heavy, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

4) Plasma Caliver
An invention of the Adeptus Mechanicus, the Plasma Caliver is a rapid-fire plasma gun, well suited for close range assaults. While capable of unleashing torrent of superheated plasma bolts upon the enemy, its generous rate of fire also put a strain on the weapon's systems, increasing the risk of catastrophic overload. However, such risk is deemed acceptable by the Adeptus Mechanicus top brass and so Plasma Calivers make up a part of the armouries of Skitarii forces.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:2; Assault, Supercharge
Value: 7 (Very Rare)
Keywords: Plasma, Adeptus Mechanicus


++ (Ranged) Exotic weapons ++

1) Grenadier gauntlet
Yet another weapon, designed with it's use by Astra Militarum's ogryn assault squads - however now this is a weapon meant for these squads' elite versions - the bullgryns. Grenadier gauntlet sports rather short range of fire, comparing to regular Voss-pattern grenade launcher, however it is extremely reliable and easy in operation.
Stats: As grenade, As grenade, Range: 24 meters, Salvo:1; Assault, Steadfast
Value: 6 (Rare)
Keywords: Explosive, Imperium, Astra Militarum, Ogryn


++ (Ranged) Exotic weapons ++

1) Volkite blaster
Based on techno-arcana, dating back to the Dark Age of Technology, a volkite blaster fires an increbibly bright beam of exotic high-energy particles, imparting a huge amount of thermal energy into the weapons target. The heat affecting the target is actually so intense that metal melts away and organic tissues are simply incinerated. While such weapons were commonplace in the Dark Age of Technology, as of M42 these (the principles of volkite weapons was re-invented by the Mechanicum on the dawn of Great Crusade in M41) could only be reproduced on the greatest of Forge Worlds. As such, these weapons rarely leave the armouries of Adeptus Mechanicus.
Stats: 14+2ED damage, AP 0, Range: 40 meters, Salvo:3; Volkite**
Value: 6 (Very Rare)
Keywords: Volkite, Imperium, Adeptus Mechanicus

2) Transuranic arquebus
This highly ornate weapon may seem antiquated on the outside, but as it often is with Adeptus Mechanicus inventions - eyes may very well deceive you, since inside this long rifle's outer shells lie a series of powerful galvanic coils, accelerating the rifle's projectiles (maid of superdense depleted transuranic metals) to hypersonic speeds, unattainable in regular gunpowder-based firearms. As a result, bullets fired from this rifle can easily pierce even rather thick armour.
Stats: 14+2ED damage, AP -2, Range: 150 meters, Salvo:0; Sniper (2)
Value: 6 (Very Rare)
Keywords: Projectile, Adeptus Mechanicus

3) Gamma pistol
Another part of Adeptus Mechanicus' sacred tehcno-arcana, the principles of science behind the workings of gamma pistol was barely understood even back in the Dark Age of Technology, thus most of such pistols are well-maintained relics sometimes with thousands of years of history. Such weapons are the exclusive domain of the servants of the Omnissiah. Gamma-pistols shoot an intense focussed beam of lethal radiation - it could very well reduce a man to irradiated scorched mark on the ground, but that's not the weapon's true potential for if carefully calibrated it could blast a hole through ferrocrete bunker wall.
Stats: 14+2ED damage, AP -2, Range: 20 meters, Salvo:1; Rad (2), Pistol
Value: 6 (Very Rare)
Keywords: Gamma, Adeptus Mechanicus


++ (Ranged) T'Au Empire armoury ++

1) Pulse rifle
Primary long arm of the Fire Caste's infantry strike teams, the pulse rifle uses a complex mechanism to propel lethal bursts of superheated plasma over long ranges. First developed in 38-th millenium during the T'Au's coflict with the Orks, the pulse rifle possess stopping power greater than that of standard infantryman's arm of most other races, living in the Galaxy in the dawn of 42-nd millenium. The rifle's great qualities are further examplified by the skill of Fire Caste's soldiers.
Stats: 12+1ED damage, AP 0, Range: 60 meters, Salvo:2; Rapid fire (1)
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

2) Pulse carbine
A shortened variant of the pulse rifle more suited for close-range assaults, a pulse carbine is used when Fire Caste's infantry strike teams are expected to fight in CQB environments, such as boarding enemy voidships. However, while this weapons possess less effective range than its larger cousins, it's shots are by no means less powerful.
Stats: 12+1ED damage, AP 0, Range: 36 meters, Salvo:2; Assault
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

3) Pulse pistol
The youngest cousin of all pulse weapons family, the pulse pistol is used as a backup of personal defense weapon by the Fire Caste's commanders, officers or specialists. Worth noting - while pistol surely lack in range, comparing to it's full-size cousin, it's shots have the same stopping power as the "normal" pulse rifle.
Stats: 12+1ED damage, AP 0, Range: 20 meters, Salvo:1; Pistol
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

4) Rail rifle
Using electromagnetic forces to propell its armour-piercing projectiles to velocities, unattainable by "conventional" gunpowder-based firearms, the Rail rifle is used by the Fire Caste's pathfinder as a sniper weapon. This weapon came to be reasonably feared by the Imperial forces fighting in the battles of Damocles Gulf Crusade due to its shots being able to penetrate even the Space Marines' terminator armour.
Stats: 14+2ED damage, AP -4, Range: 120 meters, Salvo:0; Sniper (1)
Value: 8 (Rare)
Keywords: Projectile, T'Au Empire

5) Ion rifle
Incorporating technology, donated by the Demiurg race, ion rifle is a man-portable version of ion weaponry. Like its' larger cousins, it fires narrow focused beams of high-energy charged particles, reacting explosively when hitting solid matter and thus doing significant damage to its target. While having great stopping power in normal mode of operation, the ion rifle could also be supercharged for additional damage, but by doing so it becomes prone to possibility of potentially catastrophic overload.
Stats: 15+1ED damage, AP -1, Range: 60 meters, Salvo:2; Rapid fire (1), Supercharge
Value: 7 (Rare)
Keywords: Plasma, T'Au Empire

6) Markerlight
Rifle-shaped device of roughly analogous size and weight to regular pulse carbines, a markerlight is not a weapon in the strict sense. Instead of firing damaging projectile or energy beam towards it's target it instead illuminates them with harmless low-power laser beam, while collecting telemetry data. This is then sent over encrypted tight-beam channel to friendly units, providing their targeting cogitators with data needed to target the enemy more effectively.
Stats: Special, AP 0, Range: 120 meters, Salvo:3; Rapid fire (2), Markerlight****
Value: 4 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***


++(Ranged) Necron dynasties armoury ++

1) Gauss flayer
Created with technologies, unfathomable both to best Adeptus Mechanicus magos and best Earth Cate techwrights this most basic weapon of Necron armies shoots glowing beams of energy, destroying the enemy on atomic level. Each Gauss Flayer comes equipped with fractal-edge axe on near the muzzle, allowing the weapon to be used in close combat (counts as mono-axe).
Stats: 10+1ED damage, AP -1, Range: 40 meters, Salvo:2; Rapid fire (2), Brutal
Value: 4 (Rare)
Keywords: Gauss, Necrons

2) Gauss blaster
Larger, and even more powerful variant of the Gauss Flayer. A single blast from such weapon could easily reduce an unarmored enemy to nothing, but the scorched mark upon where he was standing. Each Gauss Blaster comes equipped with fractal-edge axe on near the muzzle, allowing the weapon to be used in close combat (counts as mono-axe).
Stats: 12+2ED damage, AP -1, Range: 40 meters, Salvo:2; Rapid fire (2)
Value: 6 (Rare)
Keywords: Gauss, Necrons

3) Tesla Carbine
Mirroring more crude and less refined arc weapons, invented and used by the Adeptus Mechanicus, the Tesla Carbine fires dealy electric discharges, arcing towards the enemy and capable of charring flesh and melting best armour-grade steel.
Stats: 12+2ED damage, AP 0, Range: 40 meters, Salvo:2; Assault, Rad (2)
Value: 6 (Rare)
Keywords: Tesla, Necrons

4) Synaptic desintegrator
Long range sniper rifle, utilised by much feared Necron Death Mark sniper units. Each of these weapons firing a beam of exotic particles, capable of destroying both organic synaptic tissues and electronic cogitator circuitry.
Stats: 10+1ED damage, AP 0, Range: 120 meters, Salvo:0; Sniper (2)
Value: 7 (Very Rare)
Keywords: Gauss, Necrons


++ Additional notes ++

* Shield-breaker- this weapons ignores force shields and other invulnerable protective wards
** Volkite - shining thermal rays of volkite weapons can inflict grave damage on its targets. When rolling dice for extended damage any exalted icons turning up earn +3 additional damage insted of +2.
*** Gue'vesa Militia - T'Au Empire's human auxiliary troops can also take equipment and weapons with the "Imperium" and (or) "Astra Militarum" faction keywords, however, they cannot take equipment with "T'au Empire" keyword without the "Gue'vesa Militia" keyword.
**** Markerlight - this weapons doesn't damage the enemy in a normal way. Instead, when illuminating the target it reduces the target's defense by 1 for the puproses of calculating ranged attacks made by allied T'Au Empire battlesuits.

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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Mon Oct 08, 2018 6:19 am

Some additional vehicles.
Replaced Leman Russ Vanquisher with Leman Russ Annihilator due to balance issues. Also added the Warhound-class scout titan.

++ Imperial Vehicles ++

1) Chimera IFV
Based upon tried and tested STC technologies, this infantry fighting vehicle now serves as a standard armoured transport for both Imperial Guard and Planetary Defense Forces infantry.
Crew: 1 Pilot, 1 Commander, 1 Gunner, Passengers: 12
Cruising speed: 24 m; Defense: 3; Wounds: 15
Resilience: 15, Sealed, Tracked
Weapons: Multi-laser (14+2ED, AP 0, Range: 70 meters, Salvo:3, Steadfast),
Heavy bolter (12+2ED, AP -1, Range: 60 meters, Salvo: 3, Brutal, Heavy [4])
Value: 10 (Uncommon)
Keywords: Imperium, Astra Militarum, Planetary Defense Forces

2) Leman Russ Annihilator tank-hunter
A modification of a standard Leman Russ battle tank, invented by one of the Adeptus Mechanicus tech-artisans somewhere in mid-36-th millenium. This version of the venerable Imperial battle tank replaces it's battle cannon with twin lascannons, making this tank a true tank-hunter, able to destroy even heavily armoured enemy vehicles.
Crew: 1 Pilot, 1 Commander, 1 Gunner, 1 Loader
Cruising speed: 20 m; Defense: 4; Wounds: 18
Resilience: 18, Sealed, Tracked
Weapons: Twin lascannons (18+3ED, AP -3, Range: 150 meters, Salvo:2, Steadfast, Heavy [8]);
Heavy bolter (12+2ED, AP -1, Range: 60 meters, Salvo: 3, Brutal, Heavy [4])
Value: 18 (Uncommon)
Keywords: Imperium, Astra Militarum

3) Baneblade superheavy tank
More like a moving fortress, than a regular tank, a Baneblade, produced by the mightiest of all Imperial forge-words, is used by the Astra Militarum forces to spearhead most vital land-based assaults or to break most powerful enemy defense lines. And with Baneblade being clad in mightiest plasteel and ceramite armour and mounting an arsenal of weapons - it surely could handle such tasks and suceed in it.
Crew: 1 Pilot, 1 Commander, 3 Gunner, 3 Loaders, 1 Comms-operator, 1 Engineer
Cruising speed: 20 m; Defense: 4; Wounds: 36
Resilience: 18, Sealed, Tracked
Weapons: Baneblade battle cannon (18+3 ED, AP -3, Range: 150 meters, Salvo: -, Blast [Large])
Demolisher cannon (20+3ED, AP -3, Range: 48 meters, Salvo: -, Blase [Large])
Autocannon (16+1ED, AP -1, Range: 96 meters, Salvo: 3, Heavy [4])
Twin lascannons (18+3ED, AP -3, Range: 150 meters, Salvo:2, Steadfast, Heavy [8]),
Twin heavy bolters (12+2ED, AP -1, Range: 60 meters, Salvo: 6, Brutal, Heavy [6])
Value: 24 (Rare)
Keywords: Imperium, Astra Militarum

4) Thunderbolt heavy fighter
Tried and tested reasonably armored Imperial fighter-bomber, produced on many Imperial forge-worlds and used by Imperial forces for both engaging enemy aircraft and conducting precision strikes on enemy's ground-based targets.
Crew: 1 Pilot
Cruising speed: 60 m; Defense: 5; Wounds: 18
Resilience: 15, Hover, Sealed
Weapons: Twin autocannons (16+1ED, AP -1, Range: 96 meters, Salvo: 6, Heavy [6])
Twin lascannons (18+3ED, AP -3, Range: 150 meters, Salvo:2, Steadfast, Heavy [8])
Hellstrike missiles (16+3ED, AP -2, Range: 150 meters, Salvo -, Blast [Large])
Value: 18 (Rare)
Keywords: Imperium, Imperial Navy, Astra Militarum

4) Warhound scout titan
Rather small variant of these God-machines of Collegia Titanica (that is itself one of the branches of the Adeptus Mechanicus) the Warhound-class scout titan is usually deployed to guard the flanks of the titan legions, or - when it's artillery would be enough to finish the task and there is no need to bring in the "true" God-machines
Crew: 1 Pilot, 2 Moderati-gunners, 1 Techpriest Engineseer
Cruising speed: 15 m; Defense: 6; Wounds: 54
Resilience: 19 (22), Walker, Tracked, Force-field*
Weapons: Plasma blastgun (18+3ED, AP -4, Range: 150 meters, Salvo: 1, Supercharge, Blast [Very large]);
Vulcan mega-bolter (14+2ED, AP -3, Range: 96 meters, Salvo: 10, Heavy [10], Blast [Medium])
Value: 30 (Very Rare)
Keywords: Adeptus Mechanicus


++ T'Au Empire vehicles ++

1) Devilfish armored transport
An iconic hovering armored personnel transport of the T'Au Empire Fire Caste military, capable of swiftly delivering Fire Caste infantry through torrent of enemy's anti-personnel fire.
Crew: 1 Pilot, Passengers: 12
Cruising speed: 40 m; Defense: 3; Wounds: 16
Resilience: 15, Gyro-stabilised, Hover, Sealed
Weapons: Burst cannon (12+2ED, AP 0, Range: 36 meters, Salvo: 4, Heavy [6])
Value: 12 (Rare)
Keywords: T'Au Empire, Fire Caste

2) Hammerhead gunship
An iconic hover-tank of the T'Au Empire Fire Caste military, Hammerhead may not be as heavily armoured as his Imperial counterparts, but its railgun can surely bring swift death to any and all enemy's armoured vehicles, expect for superheavy and titanic-scale ones.
Crew: 1 Pilot
Cruising speed: 40 m; Defense: 3; Wounds: 18
Resilience: 15, Gyro-stabilised, Hover, Sealed
Weapons: Railgun (20+3ED, AP -4, Range: 150 meters, Salvo:-, Sniper [1]),
Twin burst cannons (12+2ED, AP 0, Range: 36 meters, Salvo: 6, Heavy [6])
Value: 18 (Rare)
Keywords: T'Au Empire, Fire Caste


++ Additional notes ++

* Force-field - the vehicles is protected by force-field, providing a bonus to it's resilience. This bonus (total resilience with the void shields up is denoted in (brackets) cannot be negated by weapons' AP value, but it could be ignored by weapons with the ability to ignore shields.

gribble
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Joined: Fri Oct 05, 2018 8:55 pm

Re: [Homerule] Expanded armoury

Postby gribble » Thu Oct 11, 2018 1:14 pm

Soviet Conscript wrote:
BRKNdevil wrote:Are you saying that everything with a 12 base should have a +2ED?

Hmm... well, from weapon stats in the W&G rulebook it is rather apparent than Ulisses Spiele usually statted weapons, that were S3 AP0 D1 in the tabletop as Damage = 7+1ED, AP 0 in Wrath & Glory. Weapons that were S4 AP0 D1 usually statted as Damage: 10+1ED, AP 0. Weapons with S5 D1 were statted as Damage = 12+2ED.

I don't think it's quite so simple. I have put together a spreadsheet comparing 40k values with W&G values, to aid me in making my own homebrew content, and I think the conversion is a little more sophisticated.

From what I can tell, 40k weapon Strength seems to map exactly to W&G base weapon as 3 = 7, 4 = 10, 5 = 12, 6 = 14, 7 = 15, 8 = 16. There is only one Strength 9 weapon - the lascannon, which is base damage 18, but I'm hesitant to establish that as a pattern because the lascannon is odd in other ways too.

For W&G ED seem to be determined in another way. Every gun has a base ED of 1, and Heavy and Assault weapons with POW > 4 seem to get an additional ED for a base of 2.

AP maps exactly from 40k to W&G, and W&G range equals 2x 40k range (with a couple of notable exceptions - sniper rifles, some bolt & projectile weapons, and - once again - the lascannon).

Salvo in W&G is equal to 40k rate of fire for most weapons (except sniper rifles), and RoF x2 for Rapid Fire weapons, with a +1 bonus for "Auto" and "Shuriken" weaponry.

Using those rules I'm able to get a 1-1 correspondence for everything except some ranges (as noted above), shotguns, hand cannon/stubcannon, heavy stubber and autocannon (and even then, with the exception of autocannon damage, it's all pretty close). Also, the biggest heavy weapons seem to have all be given slight bonuses: +1 base damage and ED for lascannon, +1 ED for multi-melta, and +1 salvo for plasma cannon.

Anyway, I'll post my homebrew content (all Deathwatch related for an upcoming game) in a separate post. :)

gribble
Posts: 62
Joined: Fri Oct 05, 2018 8:55 pm

Re: [Homerule] Expanded armoury

Postby gribble » Thu Oct 11, 2018 2:02 pm

++ Deathwatch Wargear ++
All Deathwatch PCs start with the following wargear instead of the normal wargear given by their ascension package (if any):
Ascended Space Marine Scout: Deathwatch Mark VIII battle-plate, Artifex Pattern boltgun or Artifex Pattern bolt pistol, 1 reload each of Hellfire bolt rounds, Kraken bolt rounds and Vengeance bolt rounds, Astartes combat knife, 3 frag grenades.
Ascended Tactical Space Marine: Deathwatch Mark VIII battle-plate, Artifex Pattern boltgun or Deathwatch shotgun, Artifex Pattern bolt pistol, 3 reloads each of Hellfire bolt rounds, Kraken bolt rounds and Vengeance bolt rounds, Astartes combat knife, 3 frag and 3 krak grenades.
Can replace one weapon with either two items of Rare Wargear or one item of Very Rare Wargear with a value equal or lesser than 3 + the new Tier. This may include cybernetics. If one of the items is a Deathwatch shotgun, also gain 3 reloads each of Cryptclearer rounds, Xenopurge slug rounds and Wyrmsbreath shell rounds. If one of the items is a Deathwatch frag cannon, also gain 3 reloads each of Frag rounds.

1) Deathwatch Mark VIII battle-plate
The Mk VIII armour used by the Deathwatch is a latter-day design, but provides just as much strength and agility as its predecessors. Some suits bear backpack mounted auspicator lenses to improve data prescience.
Special: Counts as Aquila Mark VII Astartes Armour, with integrated Auspex and Slate Monitron (which can also analyse hostility of environment)
Value: 9 (Very Rare)
Keywords: Imperium, Adeptus Astartes, Deathwatch


2) Artifex Pattern <Bolt Pistol/Boltgun>
The artifex pattern bolter is amongst the most potent of its kind. Fitted with multispectral augur lenses, a silacharibdis shot selector and a gene-grip bioveritor, its warlike spirit responds only to its rightful owner.
Special: Counts as a <bolt pistol/boltgun>, with integrated Autoloader, Gene-Grip Bio-veritor and Red-Dot Sight
Value: 6 (Very Rare)
Keywords: Bolt, Imperium, Adeptus Astartes, Deathwatch


3) Deathwatch Shotgun
Optimised for the close-quarters warfare typically fought in space hulks and xenos-infested asteroids, the Deathwatch shotgun has a hair trigger and a wide radius of effect. The Deathwatch shotgun can fire several distinct types of cartridge, ranging from the explosive cylinders of shot known as cryptclearer rounds to the fanning flame-bursts of the wyrmsbreath shell.
Special: Counts as an astartes shotgun, with integrated Autoloader and Gene-Grip Bio-veritor
Value: 7 (Very Rare)
Keywords: Projectile, Imperium, Adeptus Astartes, Deathwatch


4) Infernus Heavy Bolter
Heavy bolters fire huge mass-reactive bolt rounds, each more comparable to an explosive shell than a bullet. The Deathwatch mag-clamp rare suspensor discs onto their infernus heavy bolters that reduce the weapon’s effective weight considerably. Such weapons are further bolstered by underslung heavy flamers that can incinerate those enemies that make it through the hail of explosive bolts.
Special: Counts as a combi-weapon Heavy Bolter / Heavy Flamer
Value: 8 (Very Rare)
Keywords: Bolt, Fire, Imperium, Adeptus Astartes, Deathwatch


5) Deathwatch Frag Cannon
The Deathwatch frag cannon is akin to a man-portable artillery piece, capable of laying down a horde-shattering salvo or a dense solid shell that can blast through adamantium at close range.
Stats: 15 +2ED damage, AP -2, Range: 48 meters, Salvo:2; Heavy(6)
Special: AP -3, 17 +2ED at close range
Value: 9 (Very Rare)
Keywords: Frag, Imperium, Adeptus Astartes, Deathwatch


++ Ammunition ++
1) Cryptclearer round
Effect: Can only be used with Astartes Shotgun. +1ED, weapon gains the Brutal Trait
Value: 7 (Very Rare)
Keywords: Imperium, Adeptus Astartes, Deathwatch


2) Xenopurge slug
Effect: Can only be used with Astartes Shotgun. AP -1, at close range +1ED
Value: 7 (Very Rare)
Keywords: Imperium, Adeptus Astartes, Deathwatch


3) Wyrmsbreath shell
Effect: Can only be used with Astartes Shotgun. Weapon gains the Blast (Medium) Trait
Value: 7 (Very Rare)
Keywords: Imperium, Adeptus Astartes, Deathwatch


4) Frag round
Effect: Can only be used with Deathwatch Frag Cannon. Stats change to: 14 +2ED damage, AP -1, Range 16m, Salvo: 4; Heavy(6), Blast (Large).
Value: 9 (Very Rare)
Keywords: Imperium, Adeptus Astartes, Deathwatch
Last edited by gribble on Fri Oct 19, 2018 10:04 am, edited 1 time in total.

warhammerfrpgm
Posts: 37
Joined: Sun Oct 14, 2018 8:04 pm

Re: [Homerule] Expanded armoury

Postby warhammerfrpgm » Thu Oct 18, 2018 1:36 pm

Soviet Conscript wrote:Some additional vehicles.
Replaced Leman Russ Vanquisher with Leman Russ Annihilator due to balance issues. Also added the Warhound-class scout titan.

++ Imperial Vehicles ++

1) Chimera IFV
Based upon tried and tested STC technologies, this infantry fighting vehicle now serves as a standard armoured transport for both Imperial Guard and Planetary Defense Forces infantry.
Crew: 1 Pilot, 1 Commander, 1 Gunner, Passengers: 12
Cruising speed: 24 m; Defense: 3; Wounds: 15
Resilience: 15, Sealed, Tracked
Weapons: Multi-laser (14+2ED, AP 0, Range: 70 meters, Salvo:3, Steadfast),
Heavy bolter (12+2ED, AP -1, Range: 60 meters, Salvo: 3, Brutal, Heavy [4])
Value: 10 (Uncommon)
Keywords: Imperium, Astra Militarum, Planetary Defense Forces


I would have gone with a resilience of 16 or 17 and wounds in the same area. it has a higher toughness than a rhino. also to be fair since the leman russ tanks have a defense of 4 i'm partial to giving the chimera the same as well.

don't forget the 6 lasguns mounted into the sides(3 on each vehicle flank) this would allow characters to use those mounted there to fire from. allowing a hole party to be involved in every round from inside the vehicle.

lastly pintle mounted weapons would also add an extra weapons for someone to fire. both heavy stubber and storm bolters are provided in the core rules so no reason to reprint.

just some thoughts on the subject is all.

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Tue Oct 30, 2018 4:20 am

warhammerfrpgm wrote:it has a higher toughness than a rhino

Hmm... but I actually I wasn't able to find statements that Chimera IFV is more heavily armoured than a Rhino APC in the official lore o.O
Where did you get that info?

====================

Updated the compilation. Mortar added.
As usual - additions are welcome. As well as questions or corrections for the stats of canon-derived guns

++ (Ranged) Las-weapons ++

1) Vostroyan-pattern lasgun
An ornate and complex designed laser rifle, designed by the techwrights from the industrial world of Vostroya. Primary arm of the Vostroyan Firstborn infantry. High-quality concentrators in the weapon's long barrel provide for excellent range. Comes standartly with bayonet lug.
Stats: 7+1ED damage, AP 0, Range: 60 meters, Salvo:2, Rapid fire (1)
Value: 4 (Uncommon)
Keywords: Las, Imperium, Astra Militarum

2) Lucius No.98 lasgun
Heavy-duty semi-auto only lasgun, trading rate of fire for the raw penetrating ability of it's shots. Adopted as a primary infantryman's arm by the Death Korps of Krieg due to its beams having the ability to easily cut through heavy anti-radiation suits, donned by infantry in Krieg's extremely brutal civil war. Comes standartly with bayonet lug.
Stats: 7+1ED damage, AP -1, Range: 48 meters, Salvo:0, Steadfast
Value: 3 (Common)
Keywords: Las, Imperium

3) Accatran Mk.IV lasgun
Compact bull-pup (the configuration, in which the main firing mechanism and the charge pack are located behind the firing hadle and the trigger) lasgun, specifically designed to be handy in short-range engagements. Favored by the Imperial Guard's light infantry and airborne regiments, including the Elysian Drop Troops and Harakoni War Hawks. Cannot mount a bayonet lug due to the design.
Stats: 7+1ED damage, AP 0, Range: 40 meters, Salvo:2; Assault, Steadfast
Value: 3 (Common)
Keywords: Las, Imperium


++ (Ranged) Projectile weapons ++

1) Armageddon-pattern autogun
Heavy-duty high-caliber (12.7mm) autogun, hailing from the hive world of Armageddon (it is used as infantryman's standard arm in the PDF there), however also exported and replicated on other worlds. Somewhat heavy and having a rather high and uncomfortable recoil, as well as rather small magazine capacity this weapon is also famous for it's raw stopping power and that is crucial when you are fighting Orks, that came to plague the world of Armageddon in the last millenia.
Stats: 8+1ED damage, AP 0, Range: 48 meters, Salvo:1; Rapid fire (1), Brutal
Value: 3 (Uncommon)
Keywords: Projectile, Imperium, Scum

2) AK-47 autogun
An ancient design, originating from the Holy Terra itself (and it is still produced there as of dawn of 42-nd millenium), then replicated (since the times, preceding the birth of Imperium itself) on the factory world of Vostroya and then put into production on many other worlds, comprising the Holy Imperium of Mankind. Used as a standard infantryman's rifle of the Planetary Defense Forces on some planets of the Imperium.
Stats: 7+1ED damage, AP 0, Range: 48 meters, Salvo:2; Rapid fire (1), Steadfast
Value: 3 (Common)
Keywords: Projectile, Imperium, Civilian, <Any>

3) Exitus rifle
The dreaded iconic long arm of the Vindicare temple assasins of the Officio Assasinorum. Each of such weapons, renowned for their precision and exceptional lethality is hand-crafted by the highly skilled Adeptus Mechanicus artisans in the best temple-workshops of Mars itself. Most of these weapons are for exclusive use by the Officio Assasinorum. However, in rare cases other individuals are allowed to be granted with one of such instruments of God-Emperor's own divine retribution. Exitus weapons start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats: 15+1ED damage, AP -3, Range: 150 meters, Salvo:0; Sniper (2), Master-crafted, Shield-breaker*
Value: 9 (Unique)
Keywords: Projectile, Imperium, Officio Assasinorum

4) Exitus pistol
The younger cousin of the Exitus rifle - used in cases when an Vindicare temple assasin finds himself/herself in need to participate in close-range combat. Each of such weapons, renowned for their precision and exceptional lethality is hand-crafted by the highly skilled Adeptus Mechanicus artisans in the best temple-workshops of Mars itself. Most of these weapons are for exclusive use by the Officio Assasinorum. However, in rare cases other individuals are allowed to be granted with one of such instruments of God-Emperor's own divine retribution. Exitus weapons start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats: 12+2ED damage, AP -3, Range: 30 meters, Salvo:1; Pistol, Master-crafted, Shield-breaker*
Value: 9 (Unique)
Keywords: Projectile, Imperium, Officio Assasinorum

5) Longshot Mk.XVI sniper rifle
A common model of a projectile-based sniper rifle. Firing 10,6mm caliber magnum shells this weapons is roughly equal to the laser-based long-las sniper rifle. However, some Imperial Guard snipers prefer it over the laser analogue (even considering having to account for wind and gravity when shooting) because of the projectile firearms's ability to mount supressors on them.
Stats: 10+1ED damage, AP 0, Range: 140 meters, Salvo:0; Sniper (1)
Value: 5 (Uncommon)
Keywords: Projectile, Imperium, Scum

6) Ripper gun
A huge automatic shotgun, firing very powerful loads of heavy shrapnel, but with recoil too punishing for a normal human. However, this gun was actually not meant for a regular soldier - this weapon, specifically designed by the Adeptus Mechanicus to be crude, but extremely reliable comes as a standard equipment for Astra Militarum's ogryn assault squads, taking advantage of ogryns' great strength and endurance. Ripper gun is also standartly equipped with intergral sword-bayonet with monomolecular edge (allows the weapon to be used in close combat, counts as a mono-knife).
Stats: 12+2ED damage, AP 0, Range: 24 meters, Salvo:2; Assault, Rapid Fire (1), Spread, Steadfast
Value: 6 (Uncommon)
Keywords: Projectile, Imperium, Astra Militarum, Ogryn

7) Sawn-off shotgun
Originally a common civilian-grade shotgun, this weapon was crudely modified by cutting off most of the stock and good portion of the barrell. While the range of the weapon suffered greately, if could be now easily concealed and it's loads of scattershot are very much lethal when used on point-blank ranges, for which this weapon was in fact intended.
Stats: 8+1ED damage, AP 0, Range: 12 meters, Salvo:1; Pistol, Spread, Brutal
Value: 3 (Common)
Keywords: Projectile, Imperium, Scum


++ (Ranged) Bolt weapons ++

1) Stalker-pattern boltgun
A variant of the hand-held bolt weapon, invented by the Adeptus Mechanicus after the Horus Heresy to fill the role of heavy tactical sniper rifle. Possessing greater range and armour penetration due to extended barrell and more powerful propellant charges of its shells, this weapon also lacks in rate of fire (being ony single-shot) and is much more cumbersome due to weapon's raw length and weight.
Stats: 10+1ED damage, AP -1, Range: 120 meters, Salvo:0; Sniper (2), Brutal
Value: 7 (Rare)
Keywords: Bolt, Imperium

2) Inferno boltgun
An old pre-Heresy Imperial design bolter, with it's machine-spirit long since corrupted by the touch of Chaos and its very operation reinforced by the eldritch Chaos magic rituals. Each shell, fired by the Inferno boltgun is imbued with raw warp-fire, allowing these to burn through even rather thick armour without much effort.
Stats: 10+1ED damage, AP -2, Range: 40 meters, Salvo:2; Rapid fire (2), Brutal
Value: 6 (Rare)
Keywords: Bolt, Chaos, Heretic Astartes

3) Guardian spear
An ornate and uniquily hand-crafted weapon, iconic for the vaunted warriors of Adeptus Custodes - the guardians of the God-Emperor himself. Each weapon is an elegant hybrid of a power halbeard and bolt-caster, allowing the wielder to engage targets both at range and in melee combat. Guardian spear start as master-crafted and come equipped with a gene-grip bio-veritor, preventing unathorized use.
Stats (Ranged): 10+1ED damage, AP -1, Range: 48 meters, Salvo:2; Rapid fire (2), Brutal
Stats (Melee): 5+2ED Damage, AP -3, Range: 2 meters; Penetrating (1), Parry, Master-crafted
Value: 11 (Unique)
Keywords: Bolt, Power field, Adeptus Custodes


++ (Ranged) Plasma weapons ++

1) Plasma Incinerator
One of the newest additions to the Primaris Astartes arsenal, the Plasma Incinerator is yet another invention of Arch-Magos Bellisarius Cawl, a testament to his great mind and the glory of Omnissiah. Being among the most advanced examples of Imperial plasma weaponry - the Plasma Incinerator fires potent bolts of superheated plasma across great distances.
Stats: 15+1ED damage, AP -4, Range: 60 meters, Salvo:2; Rapid fire (1), Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

2) Plasma Exterminator
More compact version of Plasma Incinerator, developed by the Adeptus Mechanicus to serve the need of assault-oriented Inceptor squads of Primaris Astartes. While this weapons sacrifices firing range to make overall design more compact, plasma bolts discharged from these are no less potent that those, dischaged from "full-scale" Plasma Incinerators.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:3; Assault, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

3) Heavy Plasma Incinerator
Up-scaled version of Plasma Incinerator. Only recently invented by the Adeptus Mechanicus top Magos, this weapon incorporates technology, pioneered in Plasma Incinerator but on a somewhat larger scale (however, still capable of being used by Primaris Astartes as a hand-held weapon). While bulkier, hevier and having to be fed from bulky backpack-generator, Heavy Plasma Incinerator sports the ability of firing plasma bolts so powerful, that they can reduce even small vehicles into molten slag.
Stats: 18+2ED damage, AP -4, Range: 72 meters, Salvo:1; Heavy, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

4) Plasma Caliver
An invention of the Adeptus Mechanicus, the Plasma Caliver is a rapid-fire plasma gun, well suited for close range assaults. While capable of unleashing torrent of superheated plasma bolts upon the enemy, its generous rate of fire also put a strain on the weapon's systems, increasing the risk of catastrophic overload. However, such risk is deemed acceptable by the Adeptus Mechanicus top brass and so Plasma Calivers make up a part of the armouries of Skitarii forces.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:2; Assault, Supercharge
Value: 7 (Very Rare)
Keywords: Plasma, Adeptus Mechanicus


++ (Ranged) Explosive weapons ++

1) Grenadier gauntlet
Yet another weapon, designed with it's use by Astra Militarum's ogryn assault squads - however now this is a weapon meant for these squads' elite versions - the bullgryns. Grenadier gauntlet sports rather short range of fire, comparing to regular Voss-pattern grenade launcher, however it is extremely reliable and easy in operation.
Stats: As grenade, As grenade, Range: 24 meters, Salvo:1; Assault, Steadfast
Value: 6 (Rare)
Keywords: Explosive, Imperium, Astra Militarum, Ogryn

2) Mortar
With similar weapons employed by Mankind's armies for countless millenia, the concept of portable artillery piece, launching frag rounds over ballistic trajectory is still effective on the battlefields of 42-nd millenia. Henceforward, the Astra Militarum still makes use of this simple, easily reproduced but, in right circumstances, highly effective infantry-portable mortar.
Stats: 10+2ED damage, AP 0, Range: 140 meters, Salvo:0; Blast [Medium], Heavy
Value: 6 (Uncommon)
Keywords: Explosive, Imperium, Astra Militarum


++ (Ranged) Exotic weapons ++

1) Volkite blaster
Based on techno-arcana, dating back to the Dark Age of Technology, a volkite blaster fires an increbibly bright beam of exotic high-energy particles, imparting a huge amount of thermal energy into the weapons target. The heat affecting the target is actually so intense that metal melts away and organic tissues are simply incinerated. While such weapons were commonplace in the Dark Age of Technology, as of M42 these (the principles of volkite weapons was re-invented by the Mechanicum on the dawn of Great Crusade in M41) could only be reproduced on the greatest of Forge Worlds. As such, these weapons rarely leave the armouries of Adeptus Mechanicus.
Stats: 14+2ED damage, AP 0, Range: 40 meters, Salvo:3; Volkite**
Value: 6 (Very Rare)
Keywords: Volkite, Imperium, Adeptus Mechanicus

2) Transuranic arquebus
This highly ornate weapon may seem antiquated on the outside, but as it often is with Adeptus Mechanicus inventions - eyes may very well deceive you, since inside this long rifle's outer shells lie a series of powerful galvanic coils, accelerating the rifle's projectiles (maid of superdense depleted transuranic metals) to hypersonic speeds, unattainable in regular gunpowder-based firearms. As a result, bullets fired from this rifle can easily pierce even rather thick armour.
Stats: 14+2ED damage, AP -2, Range: 150 meters, Salvo:0; Sniper (2)
Value: 6 (Very Rare)
Keywords: Projectile, Adeptus Mechanicus

3) Gamma pistol
Another part of Adeptus Mechanicus' sacred tehcno-arcana, the principles of science behind the workings of gamma pistol was barely understood even back in the Dark Age of Technology, thus most of such pistols are well-maintained relics sometimes with thousands of years of history. Such weapons are the exclusive domain of the servants of the Omnissiah. Gamma-pistols shoot an intense focussed beam of lethal radiation - it could very well reduce a man to irradiated scorched mark on the ground, but that's not the weapon's true potential for if carefully calibrated it could blast a hole through ferrocrete bunker wall.
Stats: 14+2ED damage, AP -2, Range: 20 meters, Salvo:1; Rad (2), Pistol
Value: 6 (Very Rare)
Keywords: Gamma, Adeptus Mechanicus


++ (Ranged) T'Au Empire armoury ++

1) Pulse rifle
Primary long arm of the Fire Caste's infantry strike teams, the pulse rifle uses a complex mechanism to propel lethal bursts of superheated plasma over long ranges. First developed in 38-th millenium during the T'Au's coflict with the Orks, the pulse rifle possess stopping power greater than that of standard infantryman's arm of most other races, living in the Galaxy in the dawn of 42-nd millenium. The rifle's great qualities are further examplified by the skill of Fire Caste's soldiers.
Stats: 12+1ED damage, AP 0, Range: 60 meters, Salvo:2; Rapid fire (1)
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

2) Pulse carbine
A shortened variant of the pulse rifle more suited for close-range assaults, a pulse carbine is used when Fire Caste's infantry strike teams are expected to fight in CQB environments, such as boarding enemy voidships. However, while this weapons possess less effective range than its larger cousins, it's shots are by no means less powerful.
Stats: 12+1ED damage, AP 0, Range: 36 meters, Salvo:2; Assault
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

3) Pulse pistol
The youngest cousin of all pulse weapons family, the pulse pistol is used as a backup of personal defense weapon by the Fire Caste's commanders, officers or specialists. Worth noting - while pistol surely lack in range, comparing to it's full-size cousin, it's shots have the same stopping power as the "normal" pulse rifle.
Stats: 12+1ED damage, AP 0, Range: 20 meters, Salvo:1; Pistol
Value: 5 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***

4) Rail rifle
Using electromagnetic forces to propell its armour-piercing projectiles to velocities, unattainable by "conventional" gunpowder-based firearms, the Rail rifle is used by the Fire Caste's pathfinder as a sniper weapon. This weapon came to be reasonably feared by the Imperial forces fighting in the battles of Damocles Gulf Crusade due to its shots being able to penetrate even the Space Marines' terminator armour.
Stats: 14+2ED damage, AP -4, Range: 120 meters, Salvo:0; Sniper (1)
Value: 8 (Rare)
Keywords: Projectile, T'Au Empire

5) Ion rifle
Incorporating technology, donated by the Demiurg race, ion rifle is a man-portable version of ion weaponry. Like its' larger cousins, it fires narrow focused beams of high-energy charged particles, reacting explosively when hitting solid matter and thus doing significant damage to its target. While having great stopping power in normal mode of operation, the ion rifle could also be supercharged for additional damage, but by doing so it becomes prone to possibility of potentially catastrophic overload.
Stats: 15+1ED damage, AP -1, Range: 60 meters, Salvo:2; Rapid fire (1), Supercharge
Value: 7 (Rare)
Keywords: Plasma, T'Au Empire

6) Markerlight
Rifle-shaped device of roughly analogous size and weight to regular pulse carbines, a markerlight is not a weapon in the strict sense. Instead of firing damaging projectile or energy beam towards it's target it instead illuminates them with harmless low-power laser beam, while collecting telemetry data. This is then sent over encrypted tight-beam channel to friendly units, providing their targeting cogitators with data needed to target the enemy more effectively.
Stats: Special, AP 0, Range: 120 meters, Salvo:3; Rapid fire (2), Markerlight****
Value: 4 (Uncommon)
Keywords: Plasma, T'Au Empire, Gue'vesa Militia***


++(Ranged) Necron dynasties armoury ++

1) Gauss flayer
Created with technologies, unfathomable both to best Adeptus Mechanicus magos and best Earth Cate techwrights this most basic weapon of Necron armies shoots glowing beams of energy, destroying the enemy on atomic level. Each Gauss Flayer comes equipped with fractal-edge axe on near the muzzle, allowing the weapon to be used in close combat (counts as mono-axe).
Stats: 10+1ED damage, AP -1, Range: 40 meters, Salvo:2; Rapid fire (2), Brutal
Value: 4 (Rare)
Keywords: Gauss, Necrons

2) Gauss blaster
Larger, and even more powerful variant of the Gauss Flayer. A single blast from such weapon could easily reduce an unarmored enemy to nothing, but the scorched mark upon where he was standing. Each Gauss Blaster comes equipped with fractal-edge axe on near the muzzle, allowing the weapon to be used in close combat (counts as mono-axe).
Stats: 12+2ED damage, AP -1, Range: 40 meters, Salvo:2; Rapid fire (2)
Value: 6 (Rare)
Keywords: Gauss, Necrons

3) Tesla Carbine
Mirroring more crude and less refined arc weapons, invented and used by the Adeptus Mechanicus, the Tesla Carbine fires dealy electric discharges, arcing towards the enemy and capable of charring flesh and melting best armour-grade steel.
Stats: 12+2ED damage, AP 0, Range: 40 meters, Salvo:2; Assault, Rad (2)
Value: 6 (Rare)
Keywords: Tesla, Necrons

4) Synaptic desintegrator
Long range sniper rifle, utilised by much feared Necron Death Mark sniper units. Each of these weapons firing a beam of exotic particles, capable of destroying both organic synaptic tissues and electronic cogitator circuitry.
Stats: 10+1ED damage, AP 0, Range: 120 meters, Salvo:0; Sniper (2)
Value: 7 (Very Rare)
Keywords: Gauss, Necrons


++ Additional notes ++

* Shield-breaker- this weapons ignores force shields and other invulnerable protective wards
** Volkite - shining thermal rays of volkite weapons can inflict grave damage on its targets. When rolling dice for extended damage any exalted icons turning up earn +3 additional damage insted of +2.
*** Gue'vesa Militia - T'Au Empire's human auxiliary troops can also take equipment and weapons with the "Imperium" and (or) "Astra Militarum" faction keywords, however, they cannot take equipment with "T'au Empire" keyword without the "Gue'vesa Militia" keyword.
**** Markerlight - this weapons doesn't damage the enemy in a normal way. Instead, when illuminating the target it reduces the target's defense by 1 for the puproses of calculating ranged attacks made by allied T'Au Empire battlesuits.


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