Difference between revisions of "Imperium"

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Revision as of 08:13, 16 February 2011


Armory

Weapon Qualities

Accurate

Grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action in addition to the bonus granted from Aiming. When firing a single shot from a single Basic Weapon with the Accurate quality benefiting from the Aim action, the attack gains an extra d10 of damage for every two degrees of success to a maximum of two extra d10.

Balanced

Grant a +10 bonus to Weapon Skill Tests made to Parry.

Blast(X)

When working out the effects of a Blast weapon, anyone within the weapon’s blast radius in metres (the number in parenthesis) is also hit. Roll Hit Location and Damage individually for each person affected by the blast. A Blast weapon that hits a Horde hits a number of times equal to its Blast value.

Customized

Reloading this weapon takes ½ the listed time, rounding up to the next full action.

Concussive

Target that takes a hit from this weapon must make a Toughness Test at a Difficulty of –10 per degree of success by which the attack succeeded or be Stunned for 1 Round. Auditory protection confers a +10 bonus to this Test, but does not negate the kinetic energy of the blast. Additionally, any target taking Damage greater than his Strength Bonus from a Concussive weapon is automatically knocked down.

Defensive

Grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to attack.

Devastating(X)

If the weapon hits, it does one additional point of Cohesion Damage regardless of Damage to Wounds, in addition to secondary effects on Cohesion from the hit’s Damage and other results. If the target is a Horde, it reduces its magnitude by a number equal to the number in parenthesis every time it is hit by this weapon.

Fast

Opponents that would Parry an attack against a weapon with the Fast quality take a –20 penalty on their Weapon Skill Tests.

Felling(X)

If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x2) and would reduce the benefits of Unnatural Toughness (x3) by one multiplier.

Flame

Unlike other weapons, flamers have just one range. When fired, they cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires. The flame’s path is a cone-shaped area extending in a 30 degree arc from the firer out to the weapon’s Range. Any creatures caught in it must succeed on an Agility Test or be struck by the flames and take damage normally. If they take damage, they must succeed on a second Agility Test or catch on fire. Cover does not protect characters from attacks made by Flame weapons. When a wielder who does not possess the appropriate Weapon Training Talent fires a weapon with the Flame Quality, anyone in the area of effect gains a +20 bonus to his Agility Test to avoid damage. This bonus rises to +30 if the weapon is heavy and the wielder is not braced. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 9 on his Damage dice (before adding any bonuses).

Flexible

These kinds of weapons lash about when used to attack and cannot be Parried.

Gyro-Stabilized

A Gyro-Stabilized weapon never counts its target as being further than Long Range (normal maximum range still applies). Heavy weapons with this Quality reduce the penalty for firing without Bracing to –20.

Haywire(X)

The weapon generates an electromagnetic field that troubles the machine spirits of most technology. Everything within the field’s radius, indicated by the number in parenthesis, is affected. Roll on accompanying table to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each round until it becomes Insignificant.
1d100 Roll  Field Strength
01-20       Insignificant: There is no noticeable effect on nearby technology
21-40       Minor Disruption: All actions utilising technology, including firing Ranged weapons without the 
                  Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour
                  or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.
41-60       Major Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive 
                  Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics,
                  suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with  
                  technological components function as a Primitive weapon of the analogous type.
61-80       Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes  
                  Unpowered. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each
                  round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive
                  weapon of the analogous type.
81-100      Prolonged Dead Zone: As Dead Zone

Inaccurate

No bonus is gained from the use of the Aim Action with such weapons.

Overheats

A weapon with this Quality overheats on an attack roll of 91 or higher. When this happens, the wielder suffers energy damage equal to the weapon’s damage with a Penetration of 0 to an arm location (the arm holding the weapon if it was fired one-handed, or a random arm if it was fired with two hands). The wielder may choose to avoid taking the damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the round afterwards cooling down and may not be fired again until the second round after overheating. A weapon with this quality does not Jam, and any effect that would cause the weapon to Jam (i.e., certain psychic powers) instead causes the weapon to overheat.

Power Field

When successfully used to Parry an attack made with a weapon that lacks this Quality, weapons with this Quality have a 75% chance of destroying the attacker’s weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.

Primitive

All Armor Points are doubled against hits from Primitive weapons unless the armor also has the Primitive Quality.

Proven(X)

Weapons with a Proven rating treat any damage die roll lower than the Proven rating as if it were the Proven rating instead. Thus a Proven 3 weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating damage.

Razor Sharp

When rolling to attack with this weapon, if the attack roll results in two or more Degrees of Success, double the weapon’s Penetration.

Recharge

The weapon must spend the Round after firing building up a charge and cannot be fired—in effect you can only fire the weapon every other round.

Reliable

If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

Sanctified

Damage inflicted by a Sanctified weapon counts as Holy Damage, which has certain effects on some Daemonic and warp creatures.

Scatter

If fired at a foe within Point Blank Range, every two degrees of success indicates another hit. However, at longer ranges this spread of small projectiles reduces its effectiveness. Double all Armour Points against hits from Scatter weapons at Long or Extreme Range.

Shocking

A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Toughness Test, though they receive a +10 bonus for every Armour point they have on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage they suffered.

Smoke

When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen 3d10 metres in diameter from the point of mpact. This screen lasts for 2d10 Rounds, or less in adverse weather conditions

Snare

On a successful hit, the target must make an Agility Test or be immobilized. An immobilized target can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. The target is considered helpless until he escapes.

Storm

A weapon with the Storm Quality doubles the amount of hits inflicted on a target. Every degree of success(for Full Auto) or two degrees of success(for Semi-Auto and Single Shot) up to the weapon's listed rate of fire inflict two hits instead of one(meaning that a Storm weapon with S/2/4 rate of fire has the potential to inflict 8 hits). A weapon with the Storm Quality uses ammunition twice as fast as usual(meaning that if a Storm weapon fires on a Semi-Auto with a rate of fire equal to 2, it uses 4 rounds of ammunition).

Tearing

These weapons roll one extra die for Damage, and the lowest result is discarded.

Toxic

Anyone that takes Damage from a Toxic weapon after reduction for Armour and Toughness Bonus must make a Toughness Test with a –5 Penalty for every Point of Damage suffered. Success indicates no further effect from the weapon. Failure, however, deals an immediate 1d10 points of Impact Damage to the target with no reduction from Armour or Toughness Bonus.

Twin-Linked

A weapon with the Twin-linked Quality gains a +20 bonus to hit when fired and uses twice as much ammunition. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees of success. Lastly, the weapon’s reload time is doubled.

Unbalanced

Unbalanced weapons impose a –10 penalty when used to Parry.

Unreliable

An Unreliable weapon suffers a Jam on a roll of 91 or higher, even if fired on Semi or Full Auto.

Unstable

When an Unstable weapon scores a hit, roll 1d10. On a score of 1 it inflicts only half Damage, on a score of 2–9 it deals normal Damage, and on a score of 10 it inflicts twice the normal Damage.

Unwieldy

Unwieldy weapons cannot be used to Parry.

Volatile

If a 10 is rolled for Damage on a weapon with the Volatile Quality, Righteous Fury occurs automatically, dealing another 1d10 points of Damage. If the second roll results in 10, further Damage is possible.

Weapons

Ranged Weapons

Bolt Weapons

All Bolt weapons with default ammunition deal Explosive[X] Damage.

Pistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special    
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Ceres               30m       S/2/-    1d10+5    4       8       Full    3.5kg         Tearing
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  • Imperial Navy Service Pistol. Also, completely identical to Departamento Munitorum Standard bolt pistol.
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Garm                30m       S/2/-    1d10+5    4       8       Full    4.5kg         Tearing
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  • Imperial Guard Service Pistol.
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"Mauler"            30m       S/3/-    1d10+5    4       6       Full    2.75kg        Tearing, Reliable
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  • When made on commission by Cinder-Crag Forge, counts as Best and Customized.
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Sacristan          30m       S/2/-    1d10+6    4       6       Full    3.3kg         Tearing
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  • Inquisition-issue. Unless the firer has a Strength Bonus of 4 or more, the Sacristan imposes a –10 penalty on Ballistic Skill Tests.
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Bolt Cane           30m       S/-/-    1d10+5    4       1       2Full   3kg           Tearing
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  • Is an actual cane.
Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special    
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Munitorum Standard  90m       S/2/-    1d10+5    4       24      Full    7kg           Tearing
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  • Standard boltgun issued by Departamento Munitorum, mostly to Imperial Guard forces.
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Godwyn-De'az        90m       S/2/-    1d10+5    4       30      Full    6kg           Tearing, Reliable
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  • Adepta Sororitas boltgun.
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"Scourge"           90m       S/2/-    1d10+5    4       24      Full    10kg          Tearing, Reliable
 Sarissa            ---       ---      1d10+1[R] 2       ---     ---     ---           Unbalanced     
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  • Adepta Sororitas Order Of The Ebon Chalice preferred boltgun. Comes pre-equipped with sarissa as the bayonet.
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Locke               90m       S/2/4    1d10+5    4       24      Full    7kg           Tearing   
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  • Adeptus Arbites variant boltgun.
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"Angelus"           100m      S/-/-    2d10      5       3       3Full   11kg          Tearing, Accurate 
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  • You know it's illegal.
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Perinetus "Solo"    100m      S/-/-    1d10+5    4       8       Full    7kg           Tearing, Accurate
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  • Less illegal.
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Mars/Ryza Storm     90m       S/2/4    1d10+5    4       60      Full    9kg           Tearing, Storm
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  • The two are completely identical in their workings.
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Godwyn-De'az Storm  90m       S/2/4    1d10+5    4       60      Full    12kg          Tearing, Storm, Reliable    
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  • Adepta Sororitas storm boltgun.
Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special    
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Munitorum Standard  120m      -/-/10   2d10      5       60      2Full   40kg          Tearing
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  • Standard heavy bolter issued by Departamento Munitorum, mostly to Imperial Guard forces.
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Solar               120m      -/-/10   2d10+2    5       60      Full    40kg          Tearing
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  • Not so standard heavy bolter.
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Malleus Psycannon   120m      S/-/5    2d10+5    5       40      3Full   20kg          Tearing, Reliable, Sanctified
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  • Ignores all protective benefits granted by psychic powers (including benefits such as bonuses to Dodge) and the increased Toughness Bonus from the Daemonic Trait.
  • The wielder counts as possessing the Auto-Stabilized Trait.
  • Wielder with a Psy Rating may imbue the psycannon with additional damage equal to the his Psy Rating. This is considered a Minor Psychic power with a Threshold of 10 that can be used as a Free Action.