RT Weapon Cards Beta 0.091223
-
Upload
david-garcia-segura -
Category
Documents
-
view
219 -
download
0
Transcript of RT Weapon Cards Beta 0.091223
-
7/27/2019 RT Weapon Cards Beta 0.091223
1/7
Weapon
Archeotech Laspistol
Class: Pistol Critical: Energy
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/3/- Damage: 1d10+3
Pen: 2 Clip: 70 Reload: Full
Weight: 4 Kg Cost: - Near Unique
Accurate: Additional +10 to hit when used with anAim action.Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Belasco Dueling Pistol
Class: Pistol Critical: Energy
S 23 (+10), M 45, L 90 (-10), X 135 (-30)
RoF: S/-/- Damage: 1d10+5
Pen: 4 Clip: 1 Reload: Full
Weight: 1.5 Kg Cost: - Very Rare
Accurate: Additional +10 to hit when used with anAim action.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
HellpistolLucius
Class: Pistol Critical: Energy
S 18 (+10), M 35, L 70 (-10), X 105 (-30)
RoF: S/2/- Damage: 1d10+4
Pen: 7 Clip: 40 Reload: 2 Full
Weight: 4 Kg Cost: - Rare
Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Hellgun Lucius
Class: Basic Critical: Energy
S 55 (+10), M 110, L 220 (-10), X 330 (-30)
RoF: S/3/- Damage: 1d10+4
Pen: 7 Clip: 30 Reload: 2 Full
Weight: 6 Kg Cost: - Rare
Semi-Auto Burst: +10 to BS, additional hit for every
two degrees of success. Jam on 94-00.Basic: -20 to hit if not fired two-handed.
Weapon
Las Gauntlets
Class: Pistol Critical: Energy
S 25 (+10), M 50, L 100 (-10), X 150 (-30)
RoF: S/4/- Damage: 1d10+4
Pen: 1 Clip: 20 Reload: Full
Weight: 3 Kg Cost: - Very Rare
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.
Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Lascarbine Locke
Class: Basic Critical: Energy
S 30 (+10), M 60, L 120 (-10), X 180 (-30)
RoF: S/2/- Damage: 1d10+3
Pen: 0 Clip: 40 Reload: 2 Full
Weight: 2.5 Kg Cost: - Scarce
Reliable: If Jam, roll 1d10 and only on roll of 10 has
it Jammed.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Basic: -20 to hit if not fired two-handed.
Weapon
Lasgun
Class: Basic Critical: Energy
S 50 (+10), M 100, L 200 (-10), X 300 (-30)
RoF: S/3/- Damage: 1d10+3
Pen: 0 Clip: 60 Reload: Full
Weight: 4 Kg Cost: - Common
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Basic: -20 to hit if not fired two-handed.
Weapon
Laspistol
Class: Pistol Critical: Energy
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/3/- Damage: 1d10+2
Pen: 0 Clip: 30 Reload: Full
Weight: 1.5 Kg Cost: - Common
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Long-Las
Class: Basic Critical: Energy
S 75 (+10), M 150, L 300 (-10), X 450 (-30)
RoF: S/-/- Damage: 1d10+3
Pen: 1 Clip: 40 Reload: Full
Weight: 4.5 Kg Cost: - Scarce
Accurate: Additional +10 to hit when used with anAim action.Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Basic: -20 to hit if not fired two-handed.
-
7/27/2019 RT Weapon Cards Beta 0.091223
2/7
Weapon
Autogun
Class: Basic Critical: Impact
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/3/10 Damage: 1d10+3
Pen: 0 Clip: 30 Reload: 2 Full
Weight: 3.5 Kg Cost: - Average
Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).Basic: -20 to hit if not fired two-handed.
Weapon
Autopistol
Class: Pistol Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/6 Damage: 1d10+2
Pen: 0 Clip: 18 Reload: Full
Weight: 2.5 Kg Cost: - Common
Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).: No bonus gained from Aim action.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Hand Cannon
Class: Pistol Critical: Impact
S 18 (+10), M 35, L 70 (-10), X 105 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 2 Clip: 5 Reload: 2 Full
Weight: 3 Kg Cost: - Average
Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Heavy StubberOrthlack
Class: Heavy Critical: Impact
S 60 (+10), M 120, L 240 (-10), X 360 (-30)
RoF: -/-/10 Damage: 1d10+5
Pen: 3 Clip: 200 Reload: 2 Full
Weight: 35 Kg Cost: - Average
Full Auto Burst: +20 to BS, additional hit for every
degree of success. Jam on 94-00 (DH 190, RT 239).Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Heavy StubberUrsid
Class: Heavy Critical: Impact
S 60 (+10), M 120, L 240 (-10), X 360 (-30)
RoF: -/-/10 Damage: 1d10+5
Pen: 3 Clip: 40 Reload: Full
Weight: 35 Kg Cost: - Scarce
Full Auto Burst: +20 to BS, additional hit for every
degree of success. Jam on 94-00 (DH 190, RT 239).Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Navy Pistol Mars
Class: Pistol Critical: Impact
S 10 (+10), M 20, L 40 (-10), X 60 (-30)
RoF: S/3/- Damage: 1d10+4
Pen: 0 Clip: 6 Reload: Full
Weight: 3 Kg Cost: - Scarce
Tearing: Roll two dice for damage and take the best
result.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Naval Shotcannon
Class: Heavy Critical: Impact
S 20 (+10), M 40, L 80 (-10), X 120 (-30)
RoF: S/3/- Damage: 2d10+4
Pen: 0 Clip: 24 Reload: 2 Full
Weight: 7 Kg Cost: - Scarce
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Unreliable: Jams on roll of 91-00.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Pump-Action Shotgun
Class: Basic Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 0 Clip: 8 Reload: 2 Full
Weight: 5 Kg Cost: - Average
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Basic: -20 to hit if not fired two-handed.
Weapon
Shotgun
Class: Basic Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 0 Clip: 2 Reload: 2 Full
Weight: 5 Kg Cost: - Common
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Basic: -20 to hit if not fired two-handed.
-
7/27/2019 RT Weapon Cards Beta 0.091223
3/7
Weapon
Stub Automatic
Class: Pistol Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/3/- Damage: 1d10+3
Pen: 0 Clip: 9 Reload: Full
Weight: 1.5 Kg Cost: - Plentiful
Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Stub Revolver
Class: Pistol Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+3
Pen: 0 Clip: 6 Reload: 2 Full
Weight: 1 Kg Cost: - Plentiful
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
BoltgunLocke
Class: Basic Critical: Explosive
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/2/4 Damage: 1d10+5
Pen: 4 Clip: 24 Reload: Full
Weight: 7 Kg Cost: - Very Rare
Tearing: Roll two dice for damage and take the bestresult.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).Basic: -20 to hit if not fired two-handed.
Weapon
Bolt Pistol Ceres
Class: Pistol Critical: Explosive
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/2/- Damage: 1d10+5
Pen: 4 Clip: 8 Reload: Full
Weight: 3.5 Kg Cost: - Rare
Tearing: Roll two dice for damage and take the best
result.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Storm BolterMars
Class: Basic Critical: Explosive
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/2/4 Damage: 1d10+5
Pen: 4 Clip: 60 Reload: Full
Weight: 9 Kg Cost: - Extremely Rare
Storm: Doubles the number of hits inflicted on the
target.Tearing: Roll two dice for damage and take the bestresult.Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).Basic: -20 to hit if not fired two-handed.
Weapon
Heavy BolterSolar
Class: Heavy Critical: Explosive
S 60 (+10), M 120, L 240 (-10), X 360 (-30)
RoF: -/-/10 Damage: 2d10+2
Pen: 5 Clip: 60 Reload: Full
Weight: 40 Kg Cost: - Very Rare
Tearing: Roll two dice for damage and take the best
result.Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Inferno PistolMars
Class: Pistol Critical: Energy
S 5 (+10), M 10, L 20 (-10), X 30 (-30)
RoF: S/-/- Damage: 2d10+8
Pen: 13 Clip: 3 Reload: Full
Weight: 2.5 Kg Cost: - Very Rare
Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
MeltagunMars
Class: Basic Critical: Energy
S 10 (+10), M 20, L 40 (-10), X 60 (-30)
RoF: S/-/- Damage: 2d10+8
Pen: 13 Clip: 5 Reload: 2 Full
Weight: 40 Kg Cost: - Rare
Basic: -20 to hit if not fired two-handed.
Weapon
MeltagunMezoa
Class: Basic Critical: Energy
S 10 (+10), M 20, L 40 (-10), X 60 (-30)
RoF: S/-/- Damage: 2d10+8
Pen: 13 Clip: 10 Reload: 3 Full
Weight: 46 Kg Cost: - Rare
Basic: -20 to hit if not fired two-handed.
-
7/27/2019 RT Weapon Cards Beta 0.091223
4/7
Weapon
Multi-MeltaMars
Class: Heavy Critical: Energy
S 30 (+10), M 60, L 120 (-10), X 180 (-30)
RoF: S/3/- Damage: 4d10+5
Pen: 13 Clip: 10 Reload: 2 Full
Weight: 40 Kg Cost: - Very Rare
Blast (1): All within the weapon's blast radius inmeters are hit. Roll Hit Location and Damageindividually for each person affected.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Plasma PistolRyza
Class: Pistol Critical: Energy
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/2/- Damage: 1d10+6
Pen: 6 Clip: 10 Reload: 3 Full
Weight: 4 Kg Cost: - Very Rare
Overheats: Unmodified roll of 91 or higher on to hitroll causes Overheat, see DH page 129.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Plasma GunMezoa
Class: Basic Critical: Energy
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/2/- Damage: 1d10+7
Pen: 6 Clip: 40 Reload: 5 Full
Weight: 18 Kg Cost: - Very Rare
Overheats: Unmodified roll of 91 or higher on to hitroll causes Overheat, see DH page 129.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Basic: -20 to hit if not fired two-handed.
Weapon
Plasma CannonRyza
Class: Heavy Critical: Energy
S 60 (+10), M 120, L 240 (-10), X 360 (-30)
RoF: S/-/- Damage: 2d10+10
Pen: 8 Clip: 16 Reload: 5 Full
Weight: 40 Kg Cost: - Very Rare
Blast (1): All within the weapon's blast radius in
meters are hit. Roll Hit Location and Damageindividually for each person affected.Overheats: Unmodified roll of 91 or higher on to hitroll causes Overheat, see DH page 129.Unreliable: Jams on roll of 91-00.Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Hand FlamerMezoa
Class: Pistol Critical: Energy
S 5 (+10), M 10, L 20 (-10), X 30 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 2 Clip: 2 Reload: 2 Full
Weight: 3.5 Kg Cost: - Rare
Flame: No BS Test. All creatures in a 30 degree arc
make Agility Test or are struck by flame and takedamage. If damage is taken, the target must succeedon second Agility Test or catch file.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Flamer Mezoa
Class: Basic Critical: Energy
S 10 (+10), M 20, L 40 (-10), X 60 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 2 Clip: 6 Reload: 2 Full
Weight: 6 Kg Cost: - Scarce
Flame: At Point Blank range, each 2 degrees of
success scores another hit. Target's AP doubled atLong and Extreme ranges.Basic: -20 to hit if not fired two-handed.
Weapon
heavy FlamerLocke
Class: Heavy Critical: Energy
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 2d10+4
Pen: 4 Clip: 10 Reload: 2 Full
Weight: 20 Kg Cost: - Rare
Flame: Damage depends on grenade type.Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Chain Axe
Class: Melee Critical: Rending
RoF: Damage: 1d10+4 +SB
Pen: 2 Clip: Reload:
Weight: 13 Kg Cost: - Average
Tearing: Roll two dice for damage and take the bestresult.Melee: Can be used in Close Combat.
Weapon
ChainswordHecate
Class: Melee Critical: Rending
RoF: Damage: 1d10+2 +SB
Pen: 2 Clip: Reload:
Weight: 6 Kg Cost: - Average
Tearing: Roll two dice for damage and take the bestresult.Balanced: +10 Parry.Melee: Can be used in Close Combat.
-
7/27/2019 RT Weapon Cards Beta 0.091223
5/7
Weapon
Power AxeMezoa
Class: Melee Critical: Energy
RoF: Damage: 1d10+7 +SB
Pen: 7 Clip: Reload:
Weight: 6 Kg Cost: - Very Rare
Power Field: When Parrying an attach made with aweapon that lacks this quality, there is a 75% chanceof destroying the attacker's weapon.Unbalanced: -10 when used to Parry.Melee: Can be used in Close Combat.
Weapon
Power FistMezoa
Class: Melee Critical: Energy
RoF: Damage: 2d10 +SBx2
Pen: 9 Clip: Reload:
Weight: 13 Kg Cost: - Very Rare
Power Field: When Parrying an attach made with aweapon that lacks this quality, there is a 75% chanceof destroying the attacker's weapon.Unwieldy: Cannot be used to Parry.Melee: Can be used in Close Combat.
Weapon
Power MaulHigh
Class: Melee Critical: Energy
RoF: Damage: 1d10+5 +SB
Pen: 4 Clip: Reload:
Weight: 3.5 Kg Cost: - Very Rare
Power Field: When Parrying an attach made with aweapon that lacks this quality, there is a 75% chanceof destroying the attacker's weapon.Shocking: If weapon causes damage, Test Toughnessor Stunned (+10 bonus per AP).Melee: Can be used in Close Combat.
Weapon
Power Maul Low
Class: Melee Critical: Energy
RoF: Damage: 1d10+1 +SB
Pen: 2 Clip: Reload:
Weight: 3.5 Kg Cost: - Very Rare
Shocking: If weapon causes damage, Test Toughnessor Stunned (+10 bonus per AP).Melee: Can be used in Close Combat.
Weapon
Power SwordMordian
Class: Melee Critical: Energy
RoF: Damage: 1d10+5 +SB
Pen: 5 Clip: Reload:
Weight: 3 Kg Cost: - Very Rare
Power Field: When Parrying an attach made with aweapon that lacks this quality, there is a 75% chanceof destroying the attacker's weapon.
Balanced: +10 Parry.Melee: Can be used in Close Combat.
Weapon
Officer's Cutlass
Class: Melee Critical: Rending
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 3 Kg Cost: - Scarce
Shocking: If weapon causes damage, Test Toughnessor Stunned (+10 bonus per AP).Melee: Can be used in Close Combat.
Weapon
Shock Glove
Class: Melee Critical: Impact
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 1.5 Kg Cost: - Rare
Shocking: If weapon causes damage, Test Toughnessor Stunned (+10 bonus per AP).: Both hands and arms must be functional to use. Maynot be used in Two-Weapon Fighting action.Melee: Can be used in Close Combat.
Weapon
Shock-Staff
Class: Melee Critical: Impact
RoF: Damage: 1d5+3 +SB
Pen: 0 Clip: Reload:
Weight: 2 Kg Cost: - Rare
Shocking: If weapon causes damage, Test Toughnessor Stunned (+10 bonus per AP).: Both hands and arms must be functional to use. Maynot be used in Two-Weapon Fighting action.Melee: Can be used in Close Combat.
Weapon
Great Weapon
Class: Melee Critical: Rending
RoF: Damage: 2d10 +SB
Pen: 0 Clip: Reload:
Weight: 7 Kg Cost: - Scarce
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Unbalanced: -10 when used to Parry.2 Hands: Both hands and arms must be functional touse. May not be used in Two-Weapon Fightingaction.Melee: Can be used in Close Combat.
-
7/27/2019 RT Weapon Cards Beta 0.091223
6/7
Weapon
Improvised
Class: Melee Critical: Impact
RoF: Damage: 1d10-2 +SB
Pen: 0 Clip: Reload:
Weight: 0 Kg Cost: - -
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Unbalanced: -10 when used to Parry.Melee: Can be used in Close Combat.
Weapon
Knife
Class: Thrown Critical: Rending
S 3 (+10), M 5, L 10 (-10), X 15 (-30)
RoF: Damage: 1d5 +SB
Pen: 0 Clip: Reload:
Weight: 1 Kg Cost: - Plentiful
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Melee: Can be used in Close Combat.Thrown: Add Strength Bonus to Damage inflictedwhen Thrown.
Weapon
Shield
Class: Melee Critical: Impact
RoF: Damage: 1d5 +SB
Pen: 0 Clip: Reload:
Weight: Kg Cost: -
Defensive: +15 to Parry, -10 to hit.Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Melee: Can be used in Close Combat.
Weapon
Spear
Class: Melee Critical: Rending
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 3 Kg Cost: - Common
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.2 Hands: Both hands and arms must be functional touse. May not be used in Two-Weapon Fighting
action.Melee: Can be used in Close Combat.
Weapon
Sword
Class: Melee Critical: Rending
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 3 Kg Cost: - Common
Balanced: +10 Parry.Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Melee: Can be used in Close Combat.
Weapon
Staff
Class: Melee Critical: Impact
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 3 Kg Cost: - Plentiful
Balanced: +10 Parry.Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.2 Hands: Both hands and arms must be functional to
use. May not be used in Two-Weapon Fightingaction.Melee: Can be used in Close Combat.
Weapon
Truncheon
Class: Melee Critical: Impact
RoF: Damage: 1d10 +SB
Pen: 0 Clip: Reload:
Weight: 2 Kg Cost: - Plentiful
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Melee: Can be used in Close Combat.
Weapon
Warhammer
Class: Melee Critical: Impact
RoF: Damage: 1d10+2 +SB
Pen: 1 Clip: Reload:
Weight: 4.5 Kg Cost: - Scarce
Primitive: Targets AP is doubled, unless target'sarmor also has Primitive quality.Melee: Can be used in Close Combat.
Weapon
Unarmed
Class: Melee Critical: Impact
RoF: Damage: 1d5-3 +SB
Pen: 0 Clip: Reload:
Weight: 0 Kg Cost: - -
Unarmed: Armor Points count double, inflicts 1 levelof FatigueMelee: Can be used in Close Combat.
-
7/27/2019 RT Weapon Cards Beta 0.091223
7/7
Weapon
Grapple
Class: Melee Critical: Impact
RoF: Damage: 1d5-3 +SB
Pen: 0 Clip: Reload:
Weight: 0 Kg Cost: - -
Unarmed: Armor Points count double, inflicts 1 levelof FatigueAvoid: Opponent may use Reaction to Test Agility.Grapple: Opposed Strength Test to do Damage (DH190).Release: Voluntarily ending the Grapple is a FreeAction.
Weapon
Naval Shotcannon
Class: Heavy Critical: Impact
S 20 (+10), M 40, L 80 (-10), X 120 (-30)
RoF: S/3/- Damage: 2d10+4
Pen: 0 Clip: 24 Reload: 2 Full
Weight: 7 Kg Cost: - Scarce
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Unreliable: Jams on roll of 91-00.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Heavy: -30 to hit if not Braced. Bracing takes HalfAction and is lost if firer moves.
Weapon
Pump-Action Shotgun
Class: Basic Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 0 Clip: 8 Reload: 2 Full
Weight: 5 Kg Cost: - Average
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Basic: -20 to hit if not fired two-handed.
Weapon
Shotgun
Class: Basic Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 0 Clip: 2 Reload: 2 Full
Weight: 5 Kg Cost: - Common
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled at
Long and Extreme ranges.Basic: -20 to hit if not fired two-handed.
Weapon
Shotgun Pistol
Class: Pistol Critical: Impact
S 5 (+10), M 10, L 20 (-10), X 30 (-30)
RoF: S/-/- Damage: 1d10+4
Pen: 0 Clip: 1 Reload: Full
Weight: 1 Kg Cost: - Average
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.
Scatter: At Point Blank range, each 2 degrees ofsuccess scores another hit. Target's AP doubled atLong and Extreme ranges.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Stub Automatic
Class: Pistol Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/3/- Damage: 1d10+3
Pen: 0 Clip: 9 Reload: Full
Weight: 1.5 Kg Cost: - Plentiful
Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.
Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
Stub Revolver
Class: Pistol Critical: Impact
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/-/- Damage: 1d10+3
Pen: 0 Clip: 6 Reload: 2 Full
Weight: 1 Kg Cost: - Plentiful
Reliable: If Jam, roll 1d10 and only on roll of 10 hasit Jammed.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.
Weapon
BoltgunLocke
Class: Basic Critical: Explosive
S 45 (+10), M 90, L 180 (-10), X 270 (-30)
RoF: S/2/4 Damage: 1d10+5
Pen: 4 Clip: 24 Reload: Full
Weight: 7 Kg Cost: - Very Rare
Tearing: Roll two dice for damage and take the bestresult.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Full Auto Burst: +20 to BS, additional hit for everydegree of success. Jam on 94-00 (DH 190, RT 239).Basic: -20 to hit if not fired two-handed.
Weapon
Bolt PistolCeres
Class: Pistol Critical: Explosive
S 15 (+10), M 30, L 60 (-10), X 90 (-30)
RoF: S/2/- Damage: 1d10+5
Pen: 4 Clip: 8 Reload: Full
Weight: 3.5 Kg Cost: - Rare
Tearing: Roll two dice for damage and take the bestresult.Semi-Auto Burst: +10 to BS, additional hit for everytwo degrees of success. Jam on 94-00.Pistol: Can be used one-handed and in Close Combat.No targeting or range bonus/penalty in CloseCombat.