Imperium

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Index

DHC   - Dark Heresy  |Core
DHIH  - Dark Heresy  |Inquisitor's Handbook
DHRH  - Dark Heresy  |Radical's Handbook
DoDG  - Dark Heresy  |Disciples of the Dark Gods
DHBM  - Dark Heresy  |Blood of Martyrs   
DHA   - Dark Heresy  |Ascension
DHBR  - Dark Heresy  |Heresy Begets Retribution
RTC   - Rogue Trader |Core
RTIS  - Rogue Trader |Into the Storm
RTFB  - Rogue Trader |Forsaken Bounty
DWC   - Deathwatch   |Core

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                        Book&page#
Munitorum Standard  30m       S/2/-    1d10+5    4       8       Full    3.5kg         Tearing    
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Ceres               30m       S/2/-    1d10+5    4       8       Full    3.5kg         Tearing                        RTC  122
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Garm                30m       S/2/-    1d10+5    4       8       Full    4.5kg         Tearing                        DHIH 171 
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"Mauler"            30m       S/3/-    1d10+5    4       6       Full    2.75kg        Tearing, Reliable              DHIH 109
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Sacristan           30m       S/2/-    1d10+6    4       6       Full    3.3kg         Tearing                        DHIH 187
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Bolt Cane           30m       S/-/-    1d10+5    4       1       2Full   3kg           Tearing                        RTIS 112
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Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  90m       S/2/-    1d10+5    4       24      Full    7kg           Tearing   
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Godwyn-De'az        90m       S/2/-    1d10+5    4       30      Full    6kg           Tearing, Reliable              DHBM 114
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"Scourge"           90m       S/2/-    1d10+5    4       24      Full    10kg          Tearing, Reliable              DHIH 171
    Sarissa         ---       ---      1d10+1[R] 2       ---     ---     ---           Unbalanced     
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Locke               90m       S/2/4    1d10+5    4       24      Full    7kg           Tearing                        RTC  122
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"Angelus"           100m      S/-/-    2d10      5       3       3Full   11kg          Tearing, Accurate              DHIH 109
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Perinetus "Solo"    100m      S/-/-    1d10+5    4       8       Full    7kg           Tearing, Accurate              RTIS 112
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Mars/Ryza Storm     90m       S/2/4    1d10+5    4       60      Full    9kg           Tearing, Storm             RTC/DHA 122/140
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Godwyn-De'az Storm  90m       S/2/4    1d10+5    4       60      Full    12kg          Tearing, Storm, Reliable       DHBM 114    
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  120m      -/-/10   2d10      5       60      2Full   40kg          Tearing  
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Solar               120m      -/-/10   2d10+2    5       60      Full    40kg          Tearing                        RTC  122  
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Malleus Psycannon   120m      S/-/5    2d10+5    5       40      3Full   20kg          Tearing, Reliable, Sanctified  DHA  139
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Las Weapons

All Las weapons deal Energy[E] Damage.

Pistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  30m       S/-/-    1d10+2    0       30      Full    1.5kg         Reliable        
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Civitas             25m       S/2/-    1d10+1    0       25      Full    2kg           Reliable                       DHIH 112
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Palantine           20m       S/3/-    1d10+2    0       20      Full    1.1kg         Reliable                       DHIH 112
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"Dervish"           25m       S/4/-    1d10+3    0       20      Full    1.5kg         Reliable                       RTIS 110
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"Valentine"         30m       S/-/-    1d10+4    4       1       Full    1.7kg         Accurate, Tearing              DHIH 112   
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Belasco Dueling     45m       S/-/-    1d10+5    4       1       Full    1.5kg         Accurate                       RTC  119
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Series-S "Venom"    10m       S/-/-    1d10+1    0       15      ---     0.5kg           ---                          DHIH 113
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Las Gauntlets       50m       S/4/-    1d10+4    1       20      Full    3kg           Reliable                       RTC  120
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Triplex "Fury"      20m       S/2/5    1d10+2    0       30      Full    1.5kg         Reliable                       DHIH 172
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Mark IV             70m       S/2/-    1d10+3    0       15      Full    1.75kg        Accurate, Reliable             DHIH 173    
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Voss Hellpistol     35m       S/2/-    1d10+3    3       20      2Full   4kg             ---                          DHIH 172
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Cadian Hellpistol   20m       S/2/-    1d10+4    7       40      2Full   4kg             ---                          DHA  138
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Lucius Hellpistol   35m       S/2/-    1d10+4    7       40      2Full   4kg             ---                          RTC  119
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"Steel Burner"      30m       S/-/-    1d10+4    2       10      Full    2.5kg           ---                          DHIH 113
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Archeotech Las      90m       S/3/-    1d10+3    2       70      Full    4kg           Accurate, Reliable             RTC  120
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Hellpistol          35m       S/-/-    1d10+5    7       20      Full    4kg           Accurate                       RTFS   5
(Archeotech)
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Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard
             Lasgun 100m      S/3/-    1d10+3    0       60      Full    4kg           Reliable
         Lascarbine 60m       S/2/–    1d10+2    0       40      Full    3kg           Reliable
            Longlas 150m      S/–/–    1d10+3    1       40      Full    4.5kg         Accurate, Reliable     
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Mark III            100m      S/3/-    1d10+3    0       60      Full    4kg           Reliable                       DHIH 173
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Drusus Prime        100m      S/2/-    1d10+3    0       50      Full    7kg             ---                          DHIH 112
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Roth                120m      S/2/-    1d10+2    0       60      Full    4kg           Reliable                       DHIH 173
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Locke Carbine       60m       S/2/-    1d10+3    0       40      2Full   2.5kg         Reliable                       RTC  120
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"Stormfront"        100m      S/3/-    1d10+3    0       60      Full    5kg           Reliable                       DHIH 173
    bayonet         ---        ---     1d10[R]   0       ---     ---     ---           Primitive
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Merovech Assault    50m       S/-/5    1d10+3    0       120     2Full   4.5kg         Reliable                       RTIS 111
    mono-bayonet    ---        ---     1d10[R]   2       ---     ---     ---           
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Minerva-Aegis       60m       S/4/8    1d10+2    0       40      Full    4.1kg         Reliable                       DHIH 112
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"Death Light"       80m       S/3/-    1d10+5    2       18      Full    7.2kg           ---                          DHIH 112
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D'laku Hellgun      100m      S/3/5    1d10+3    4       40      2Full   10kg            ---                          DHIH 133
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Voss Hellgun        110m      S/3/-    1d10+4    3       40      3Full   6kg             ---                          DHIH 172
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Cadian Hellgun      50m       S/3/-    1d10+4    7       30      2Full   6kg             ---                          DHA  138
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Lucius Hellgun      110m      S/3/-    1d10+4    7       30      2Full   6kg             ---                          RTC  119
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Twin Lasgun         100m      S/-/-    1d10+4    0       18      Full    7kg           Unreliable, Twin-linked        DHIH 173
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"Laslock"           70m       S/-/-    1d10+4    0       1       Full    4kg           Unreliable                     DHIH 172
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
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MP Lascannon        300m      S/-/-    5d10+10   10      5       2Full   55kg            ---                     DHC/RTC  132/120
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Multi-Laser         250m      -/-/10   3d10+3    4       60      3Full   50kg            ---                          DHIH 173
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Mezoa Lascutter     5m        S/-/-    2d10+3    6       10      2Full   8kg             ---                          RTIS 111
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Solid Projectile Weapons

  • Solid Projectile Weapons deal Impact[I] Damage, unless specified otherwise.
  • Solid Projectile Weapon types are further divided in subtypes. Ammunition manufactured for one subtypes usually can't be used with weapons from another(meaning that you can't load hand cannon rounds in autopistol or stub automatic and vice versa)
Pistols
  • Hand Cannons
    • All Hand Cannons, unless specified otherwise, impose a –10 penalty to Ballistic Skill Tests unless fired two-handed.
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  35m       S/–/–    1d10+4    2       5       2Full   3kg             ---    
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.54 Tranter         30m       S/2/-    1d10+5    2       7       Full    3.5kg         Unreliable                     DHIH 114
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"Carnodon"          35m       S/3/-    1d10+4    2       6       Full    2.5kg         Accurate                       DHIH 115
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"Flametongue"       20m       S/-/-    1d10+6    0       2       2Full   2kg           Primitive, Reliable            DHIH 115
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"Hack" Shotgun      10m       S/-/-    1d10+4    0       1       2Full   3kg           Inaccurate, Scatter, Tearing   DHIH 115 
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"Stormchild"        35m       S/-/-    1d10+4    2       5       2Full   3kg             ---                          DHIH 118
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Shotgun Pistol      10m       S/-/-    1d10+4    0       1       Full    1kg           Reliable, Scatter              DHIH 161
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"Spitfire"          20m       S/-/-    1d10+3[X] 0       3       Full    3kg           Unreliable                     DHIH 119
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  • Stub Revolvers
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  30m       S/–/–    1d10+3    0       6       2Full   1kg           Reliable            
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Kulth "Sixkiller"   30m       S/-/-    1d10+4    2       6       Full    1.6kg           ---                          RTFS   3
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"Fate Bringer"      40m       S/-/-    1d10+3    2       5       2Full   1.6kg         Accurate, Reliable             DHIH 115    
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"Scalptaker"        30m       S/-/-    1d10+3    0       6       2Full   2kg           Reliable                       DHIH 118
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  • Stub Automatics
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  30m       S/3/–    1d10+3    0       9       Full    1.5kg           ---          
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Armsman-10          35m       S/3/-    1d10+3    0       13      Full    1.5kg           ---                          DHIH 114 
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"Mariette"          20m       S/-/-    2d5+3     0       1       2Full   0.5kg           ---                          DHIH 116
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"Mercy Killer"      20m       S/-/-    1d10+2    0       1       2Full   1kg           Inaccurate, Unreliable         DHIH 116
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Phobos              30m       S/3/-    1d10+3    0       9       Full    1.3kg         ---                            DHIH 116
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Panoptic            35m       S/2/-    1d10+3    0       5(x2)   2Full   2kg           Reliable                       DHIH 134
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Dorcas              30m       S/3/-    1d10+3    0       9       Half    1.5kg         ---                            DHIH 175
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Mars Naval          20m       S/3/-    1d10+4    0       6       Full    3kg           Tearing                        RTC  121
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"Ripper"            30m       S/2/-    1d10+3    7       8       Full    4kg           Tearing, Toxic                 RTIS 112
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"Salvation"         10m       S/3/-    1d10      0       7       ---     0.7kg           ---                          DHIH 118
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  • Autopistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  30m       S/–/6    1d10+2    0       18      Full    2.5kg           ---         
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Encarmine           20m       S/3/8    1d10      0       24      Full    2kg             ---                          DHIH 115
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"Hecuter"           30m       S/3/6    1d10+3    0       15      Full    2kg           Reliable                       DHIH 115
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Puritan-14          20m       S/3/6    1d10+2    0       14      Full    1.7kg           ---                          DHIH 117
   as shotgun       15m       S/-/-    1d10+4    0       1       Full    ---           Scatter     
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"Ripper Clip"       20m       -/-/6    1d10+2    0       12      Full    3kg           Inaccurate, Unreliable         DHIH 118
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Talon Mark III      30m       S/2/6    1d10+2    0       18      Full    2.3kg           ---                          DHIH 120
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"Irontalon"         20m       S/2/5    1d10+2    0       15      Full    2kg           Primitive, Reliable, Tearing   DHIH 161
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Orthlak Mark IV     30m       S/-/6    1d10+4    0       12      Full    2.5kg           ---                          DHIH 175
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Ripper Auto         25m       S/-/6    1d10+2    3       50      2Full   3kg           Twin-Linked, Tearing, Toxic    DHA  203
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Basic
  • Autoguns
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  90m       S/3/10   1d10+3    0       30      Full    3.5kg           ---
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Armageddon          100m      S/2/6    1d10+4    0       15      Full    8.5kg         Reliable                       DHIH 114
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Creed-9             50m       S/3/10   1d10+3    0       35      Full    3.6kg           ---                          DHIH 115
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"Spectre"           80m       S/3/10   1d10+3    0       20(x3)  Full    6.5kg           ---                          DHIH 118
   as shotgun       30m       S/-/-    1d10+4    0       4       2Full   ---           Scatter
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Alcher Mark IV      60m       S/-/10   1d10+3    0       40      Full    3.5kg           ---                          DHIH 175
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  • Hunting Rifles
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  150m      S/–/–    1d10+3    0       5       Full    5kg           Accurate 
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"Nomad"             250m      S/–/–    1d10+5    3       4       Full    10kg          Accurate, Reliable             DHIH 116 
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"Steadholder"       100m      S/–/–    1d10+4    0       6       Full    5kg             ---                          DHIH 118
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"Absolution"        220m      S/–/–    1d10+4    0       6       Full    4kg           Accurate                       RTIS 111
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Void Speargun       10m       S/–/–    1d10+2[R] 2       1       Full    1.5 kg          ---                          RTIS 112
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  • Shotguns
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
            Shotgun 30m       S/-/-    1d10+4    0       2       2Full   5kg           Scatter, Reliable
Pump-Action Shotgun 30m       S/-/-    1d10+4    0       8       2Full   5kg           Scatter
     Combat Shotgun 30m       S/3/-    1d10+4    0       18      Full    6.5kg         Scatter
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"Blackhammer"       20m       S/–/–    2d10      0       1       2Full   4.7kg         Inaccurate, Scatter            DHIH 114
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"Meat Hammer"       30m       S/–/–    2d5+6     0       1       3Full   5kg           Scatter, Tearing               DHIH 116 
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"Slayer"            30m       S/–/–    1d10+4    0       6       3Full   3.5kg         Scatter                        DHIH 118
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"Ironclaw"          30m       S/2/–    1d10+4    0       12      Full    6.5kg         Reliable, Scatter              DHIH 161
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Vanaheim            40m       S/3/6    1d10+4    0       15      Full    8kg           Scatter                        DHIH 134
  saw-bayonet       ---        ---     1d10[R]   0       ---     ---     ---             --- 
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
      Heavy Stubber 120m      –/–/10   1d10+4    3       200     2Full   35kg            ---
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Orthlack Stubber    120m      –/–/10   1d10+5    3       200     2Full   35kg            ---                          RTC  121
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Ursid Stubber       120m      –/–/10   1d10+5    3       40      Full    35kg            ---                          RTC  121
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Assault Stubber     100m      -/-/6    1d10+4    3       200     2Full   21(+25)kg     Storm                          RTIS 111
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VI Crank Cannon     70m       –/–/5    1d10+5    0      100      3Full   38kg          Unreliable                     DHIH 121
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Naval Shotcannon    40m       S/3/–    2d10+4    0       24      2Full   12kg          Scatter, Unreliable       DHIH/RTC 161/121
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Assault Cannon      120m      –/–/10   3d10+5    5      200      2Full   60kg          Tearing, Unreliable            DHIH 175
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Autocannon          300m      S/2/5    4d10+5    4       20      2Full   55kg            ---                          DHIH 175
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Flame Weapons

  • All Flame weapons deal Energy[E] Damage.
Pistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
        Hand Flamer 10m       S/–/–    1d10+4    2       2       2Full   3.5 kg        Flame 
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"Destroyer"         15m       S/–/–    1d10+5    2       5       2Full   2.1kg         Flame                          DHIH 111
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Mezoa               10m       S/–/–    1d10+4    2       2       2Full   3.5kg         Flame                          RTC 124    
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Seraphim            10m       S/-/-    1d10+4    2       6       Full    2kg           Flame                          DHMB 115
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Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
             Flamer 20m       S/–/–    1d10+4    3       3       2Full   6kg           Flame 
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Mezoa               20m       S/–/–    1d10+4    2       6       2Full   6kg           Flame                          RTC  124
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Voss                20m       S/–/–    1d10+5    2       3       2Full   6kg           Flame, Toxic                   DHIH 172
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Tox Spray           10m       S/–/–    1d10      0       3       3Full   8kg           Flame, Toxic                   DHIH 111
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Gas Torch           5m        S/–/–    1d10+1    2       5       2Full   20kg          Flame                          DHIH 111
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Anoxis "Burst"      5m        S/–/–    1d5       0       1       2Full   3kg           Flame, Primitive               DHIH 160
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Anoxis "Stingray"   15m       S/–/–    1d10+3    2       4       Full    3kg           Flame                          DHIH 161
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Assault Flamer      10m       S/–/–    1d10+4    1       12      3Full   6kg           Flame                          RTIS 114
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page
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Heavy Flamer        30m       S/–/–    2d10+4    4       10      2Full   45kg          Flame                    DHIH/DHBM 171/115
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Locke "Hellsent"    30m       S/–/–    2d10+4    4       10      2Full   20kg          Flame                          RTC  124
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Melta Weapons

  • All Melta weapons deal Energy[E] Damage.
Pistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
     Inferno Pistol 10m       S/–/–    2d10+4    12      3       Full    2.5kg           ---
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Mars                10m       S/–/–    2d10+8    13      3       Full    2.5kg           ---                          RTC  122
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Seraphim            10m       S/–/–    2d10+2    10      6       Full    2kg           Reliable                       DHBM 115
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Hellax Infernus     10m       S/–/–    2d10+6    14      5       2Full   2kg           Sanctified                     DHA  139
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Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
           Meltagun 20m       S/–/–    2d10+4    12      5       2Full   8kg             ---
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Mars                20m       S/–/–    2d10+8    13      5       2Full   7.5kg           ---                          RTC  122
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Mezoa               20m       S/–/–    2d10+8    13      10      3Full   8.5kg           ---                          RTC  122     
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Zepherus "Beamer"   40m       S/–/–    2d10+6    12      6       2Full   9kg             ---                          RTIS 114
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Ultimo              40m       S/–/–    2d10+2    8       5       2Full   10kg            ---                          DHIH 174
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Melta-Cutter        10m       S/–/–    2d10+4    10      5       3Full   30kg            ---                          DHIH 113
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
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Milti-Melta         60m       S/–/–    4d10+12   12      4       2Full   55kg          Blast(1)                       DHIH 174
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Multi-Melta Mars    60m       S/-/–    4d10+5    13      10      2Full   40kg          Blast(1)                       RTC  123
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Thermal Lance       10m       S/–/–    2d10+4    10      2       2Full   14kg            ---                          DHIH 174
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Thermal Lance Mars  10m       S/–/–    2d10+10   12      2       2Full   40kg          Accurate                       RTC  123
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Plasma Weapons

  • All Plasma weapons deal Energy[E] Damage.
  • Most Plasma weapons can be fired on two modes, normal or maximal fire. On Normal, the weapon operates per its given profile. On Maximal, the weapon, unless specified otherwise, gains +10 metres to range, +1d10 to Damage, and +2 to Penetration. If the weapon has the Blast Quality, it also gains +2 to the Blast. However, each Maximal shot takes 3 rounds of ammunition, and the weapon gains the Recharge Quality(if it does not already possess one) whenever fired on Maximal.
Pistols
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
      Plasma Pistol 30m       S/–/–    1d10+6    6       10      4Full   4kg           Overheats, Recharge
         this "civilian" model can't be fired on Maximal 
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Kronos              30m       S/–/–    1d10+6    6       10      4Full   4kg           Recharge                       DHIH 134
   on Maximal       40m       S/-/-    1d10+10   ~       ~       ~       ---           Overheats, Recharge
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Ryza                30m       S/2/–    1d10+6    6       10      3Full   4kg           Overheats                  DHA/RTC 140/123
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Ryza "Wrath"        40m       S/-/-    1d10+8    6       8       Full    5kg           Accurate, Overheats            RTIS 114
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Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
      Plasma Gun    90m       S/2/–    1d10+6    6       20      8Full   11 kg         Overheats, Recharge 
         this "civilian" model can't be fired on Maximal 
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Ryza                90m       S/2/–    1d10+7    7       40      5Full   9kg           Overheats                      DHA  140
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Mezoa               90m       S/2/–    1d10+7    6       40      5Full   18kg          Overheats                      RTC  123
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Mark III Sunfury    80m       S/2/–    1d10+10   6       10      2Full   12kg          Overheats, Recharge            DHIH 174
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Plasma Blaster      60m       S/–/–    2d10+6    6       12      2Full   20 kg         Overheats, Recharge,           DHIH 174
                                                                                       Unreliable
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
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Plasma Cannon       120m      S/–/–    2d10+10   8       24      5Full   38kg          Overheats, Recharge,           DHIH 174
                                                                                       Unreliable
   on Maximal       120m        ~      4d10+10   ~       ~       ~       ---           Blast(3), Overheats,  
                                                                                       Recharge, Unreliable  
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Plasma Cannon Ryza  120m      S/–/–    2d10+10   8       16      5Full   40kg          Blast (1), Overheat,           RTC 123
                                                                                       Unreliable 
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Launchers

  • Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired by Launcher, unless otherwise specified.
Basic
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
   Grenade Launcher 60m       S/–/–      *       *       6       Full    9kg             *
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Voss                60m       S/–/–      *       *       6       Full    12.5          Inaccurate, *                  RTC  125
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Mezoa               80m       S/–/–      *       *       1       Half    10kg            *                            RTC  125
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Gorge               60m       S/–/–      *       *       1       2Full   8kg           Reliable, *                    DHIH 113
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Auxiliary GL        45m       S/–/–      *       *       1       Full    +2.5kg          *                            DHIH 174
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Bola Launcher       20m       S/–/–     1d10     0       6       Full    8.75kg        Primitive, Snare               RTIS 115
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Heavy
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Name/Pattern        Range      RoF      Dam     Pen     Clip     Rld     Wt            Special                        Book&page#
Munitorum Standard  
   RPG Launcher     120m      S/–/–      *       *       1       Full    15 kg           *
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Auto-Launcher       15m       S/–/–      *       *       3       3Full   30kg            *                            RTIS 115
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  • Missile Launchers
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Munitorum Standard  250m      S/–/–      *       *       1       Full    35kg            *                            DHIH 174
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Locke               250m      S/–/–      *       *       1       Full    12kg            *                            RTC  125
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Retobi              200m      S/–/–      *       *       5       2Full   35kg            *                            RTC  125
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Disposable Launcher 175m      S/–/–      *       *       1       ---     30kg            *                            DHIH 174
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Disposable ML Mk.II 200m      S/–/–    3d10+3[X] 4       1       ---     10kg            ---                          RTIS 115
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Hunter-Killer DML   350m      S/–/–    3d10+6[X] 6       1       ---     64kg            ---                          RTIS 115
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  • Mortars
  • The profiles for Mortars lists the damage and blast radius for frag rounds. Mortars can fire other types of rounds,however. These include Minefield Rounds, Scatter Rounds, Starflare Rounds, Blind Rounds, Smoke Rounds, and Anti-Plant Rounds. The range for these rounds is the same as for the frag rounds. Mortars may fire any other unusual ammo designed to be used with mortars. Mole Mortars may not fire any unusual ammo that is not specifically designed to be used with them.
  • Mortars can't be fired at targets closer than listed minimum range.
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Voss                50-300m   S/–/–    2d10[X]   3       1       Full    41kg          Inaccurate, Blast(5)           RTIS 115
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Locke               50-300m   S/–/–    2d10[X]   3       6       2Full   48kg          Inaccurate, Blast(5)           RTIS 115
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Mole Mortar         50-200m   S/–/–    2d10+2[X] 2       1       Full    50kg          Inaccurate, Shocking, Blast(4) RTIS 115
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