RT Weapon Cards Beta 0.091223

download RT Weapon Cards Beta 0.091223

of 7

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.