Imperial Armory
Las Weapons: Laser or “las” weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy from high-storage fast-discharge capacitors with a flash of light and a distinctive snap like the cracking of a whip. Virtually all members of the Imperial Guard are well versed in the operation of these armaments. Many soldiers develop a personal relationship with their weapons, as they spend every moment of every day with their trusted rifle in easy reach.
- Laspistol, 15/30/60, 2d6, AP: 2, ROF: 1, Shots: 30, Mass: 1.5kg, Common
- Cauterize, No Recoil, Reliable
Las Carbine, 15/30/60, 2d6, AP: 2, ROF: 4, Shots: 60, Mass: 2.5kg, Common
- Cauterize, No Recoil, Reliable
M36 Lasgun, 30/60/120, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 4kg, Common
- Cauterize, Lasgun Overcharge, No Recoil, Reliable
Laslock, 12/24/48, 3d8, AP: 2, ROF: 1, Shots: 1, Mass: 4kg, Plentiful
- Cauterize, No Recoil, Overheat
Long Las, 50/100/200, 3d8+2, AP: 6, ROF: 1, Shots: 40, Min Strength: d8, Mass: 4.5kg, Scarce
- Cauterize, Heavy Weapon, No Recoil, Reliable, Snap Fire. They are almost always fitted with a scope.
Triplex Pattern Lasgun, 30/60/120, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 4.5kg, Rare
- Cauterize, No Recoil, Reliable
Precision Mode: When fired in this mode the weapon is RoF 1, use three Shots, add +4 to the damage roll, and apply the Snapfire and Mega Damage qualities.
Bullpup Lasgun, 25/50/100, 3d6, AP: 2, ROF: 3, Shots: 60, Minimum Strength: d6, Mass: 3.5kg Average
- Cauterize, Lasgun Overcharge, No Recoil, Reliable
Hot-shot Laspistol, 10/20/40, 2d6, AP: 6, ROF: 1, Shots: 40, Minimum Strength: d6, Mass: 4kg Rare
- Cauterize, No Recoil, Reliable, Reload 4 (Uses a 10kg Backpack for energy source)
Hot-shot Lasgun, 15/30/60, 3d6, AP: 6, ROF: 1, Shots: 30, Minimum Strength: d8, Mass: 6kg Rare
- Cauterize, No Recoil, Reliable, Reload 4 (Uses a 10kg Backpack for energy source or can use the 25kg Backpack for 80 shots)
Man Portable Lascannon, 150/300/600, 4d10, AP: 30, ROF: 1, Shots: 5, Min Strength: d12, Mass: 55kg Very Rare
- Cauterize, Heavy Weapon, No Recoil, Reliable, Reload 2 (Separate 25kg Power Pack), Squad Support Weapon.
M41 Multi-laser, 50/100/20, 3d6+4, AP: 4, ROF: 4, Shots: 100, Minimum Strength: d12, Mass: 35kg Very Rare
- Cauterize, No Recoil, Reliable, Reload 2 (Separate 25kg Power Pack), Squad Support Weapon.
Solid Projectile Weapons: Commonly known as slug-throwers, these weapons are exceedingly plentiful across the Imperium. Most alien races have their own versions as well, for both technology and manufacture are fairly simple. Citizens of all types commonly carry one kind or another for their basic protection or livelihood.
- Autopistol Pistol, 10/20/40, 2d6, AP: 1, ROF: 3, Shots: 18, Mass: 1.5 kg., Average
Stub Automatic Pistol, 10/20/40, 2d6, AP: 1, ROF: 1, Shots: 9, Mass: 1.5 kg., Average
- Reliable, Three Round Burst
Stub Revolver Pistol, 10/20/40, 2d6, AP: 1, ROF: 1, Shots: 6, Mass: 1.5 kg., Plentiful
Hand Cannon Pistol, 12/24/48, 2d8, AP: 2, ROF: 1, Shots: 5, Min Strength: d6, Mass: 3 kg., Scarce
Sniper Rifle, 50/100/200, 2d10, AP: 4, ROF: 1, Shots: 20, Min Strength: d8, Mass: 5kg., Scarce
- Reliable, Heavy Weapon, Snap Fire, They are almost always fitted with a scope.
Autogun, 25/50/100, 2d8, AP: 2, ROF: 3, Shots: 5, Min Strength: d6, Mass: 5kg., Average
- Reliable, Some Rare models include an optional Three Round Burst mode.
Shotgun (Pump-Action), 12/24/48, 1–3d6, AP: 0, ROF 1, Shots: 12, Min Strength: d6, Mass: 5kg Average
- Reliable, Shotgun (See SWADE, page 105), Reload: 1 with Quick loader, 1/action by hand.
Double Barrel Shotgun, 12/24/48, 1–3d6, AP: 0, ROF 1, Shots: 2, Min Strength: d6, Mass: 5kg Average
- Reliable, Shotgun (See SWADE, page 105)
Combat Shotgun, 12/24/48, 1–3d6, AP: 0, ROF 3, Shots: 18, Min Strength: d8, Mass: 6.5kg Scarce
- Reliable, Shotgun (See SWADE, page 105), Reload 2 (Drum Magazine)
Ripper Gun, 12/24/48, 1–3d8, AP: 0, ROF 3, Shots: 48, Min Strength: d8, Mass: 35kg., Common
- Melee Hardened (Does St+d8 in close combat), Ogryn-Proof, Reliable, Shotgun (See SWADE, page 105; Slugs do 2d12, AP 2), Reload 3 (Massive Drum Magazine)
Heavy Stubber, 30/60/120, 2d8+1, AP: 2, ROF 3, Shots: 75, Min Strength: d8, Mass: 30kg Rare
- Ogryn-Proof, Reliable, Reload 2 (Ammo Belt or Drum Magazine), Squad Support Weapon
M34 Autocannon, 50/100/200, 2d10+1, AP 4, ROF 3, Shots: 20, Min Strength: d10, Mass: 40kg Very Rare
- Always in Bursts, Ogryn-Proof, Reliable, Reload 32 (Drum Magazine), Squad Support Weapon
Bolt Weapons: The bolter is the premier weapon of the Imperium, and in itself a sign of status and respect. Many are ancient heirlooms passed through generations as part of a family’s sacred heritage. While most models are designed for the super-human Space Marines, some are specially crafted with smaller grips and lighter construction for normal humans. These are rarely as exquisitely fashioned as Astartes weapons but are much easier to operate for the vast majority of the Emperor’s subjects. Cheaper models can also be found on black markets and backwater planets, but generally fail quickly due to the specialised nature of their ammunition. Loud and brutal, they are a terrifying weapon to see in action. Bolter weapons fire self-propelled mass-reactive shells called bolts, set to explode just after penetration for maximum lethality. Overall they are superb if temperamental devices requiring skilled maintenance using only the most proper rituals and blessings. Bolter ammunition is expensive and difficult to manufacture, and only the elite of the Imperium have ready access. The standard bolter round is .75 calibre with a super-dense metallic core and diamantine tip; other variant shells exist for specialized purposes, such as penetrating armour plating or conducting silent assassinations.
- Bolt Pistol 12/24/48 2d8 AP: 4 ROF: 1, Shots: 8, Min Str. d6, Mass: 3.5 kg., Rare
- Special: Explosive Rounds, Hyperkinetic
Bolt Gun 24/48/96, 3d8, AP: 4, ROF: 2, Shots: 24, Min Str d8, Mass: 7kg, Very Rare
- Special: Explosive Rounds, Hyperkinetic
Storm Bolter 24/48/96 3d8 AP: 4 ROF: 4, Shots: 60, Min Strength: d12, Mass: 40 kg., Very Rare
- Special: Explosive Rounds, Hyperkinetic, Always in Bursts, SnapFire, Reload 2
Heavy Bolter 50/100/200 4d8 AP: 10, ROF: 4, Shots: 60, Min Strength: d12+2, Mass: 40 kg., Very Rare
- Special: Explosive Rounds, Hyperkinetic, Always in Bursts, Squad Support Weapon, Reload 2
Melta Weapons: Melta weapons emit devastatingly intense but short-ranged blasts of heat which can melt through almost any material. Also known as cookers or melters, most types of melta induce highly pressurized gases from an ammunition canister into an unstable sub-molecular state and direct the resulting energies down the barrel. Melta usage is accompanied by a distinctive hissing sound as the beam boils away the water in the air, then a roaring blast as the beam reduces the target to charred scraps or molten slag. Meltas are the premier anti-armour weapons, and few if any vehicles can withstand their power.
- Inferno Pistol (Mars) 5/10/20 2d10 AP: 6, ROF: 1, Shots: 3, Min Str d4, Mass: 2.5 kg, Very Rare
- Special: Melta!, No Recoil, Overheat
Meltagun (Mars) 10/20/40 3d10 AP: 9, ROF: 1, Shots: 5, Min Str d8, Mass: 40 kg, Rare
- Special: Melta!, No Recoil, Overheat, Reload 2
Meltagun (Mezoa) 10/20/40 3d10 AP: 9, ROF: 1, Shots: 10, Min Str d8, Mass: 46 kg, Rare
- Special: Melta!, No Recoil, Overheat, Reload 3
Thermal Lance (Mars) Heavy 10/20/40 5d10 AP: 30, ROF: 1, Shots: 2, Min Str d10, Mass: 40 kg, Rare
- Special: Melta!, No Recoil, Overheat, Snap Fire, Reload 2
Multi-Melta (Mars) Heavy 30/60/12 4d10 AP: 12, ROF: 1, Shots: 10, Min Str d12, Mass: 40 kg, Very Rare
- Special: Melta!, No Recoil, Overheat, Reload 2, Snap Fire, Small Blast Template
Plasma Weapons: Plasma weapons represent an almost-lost art for the Imperium, their secrets known to but a handful of the inner circle of the Adeptus Mechanicus and their tech-adept artisans. Existing weapons must be carefully maintained and passed down generation to generation with each operator carefully ensuring all proper blessings of the Machine God are bestowed before use.
Plasma weapons work using hydrogen fuel suspended in a photonic state in either fuel flasks or backpack containers. As the fuel is fed into the miniature fusion core inside the weapon, the hydrogen energises into a plasma state, held in the core by powerful magnetic confinement fields. When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator in a bolt of superheated matter akin to a solar flare in appearance and temperature. For this reason, plasma weapons are also known as “sun guns.”
- Plasma Pistol 7/15/30 2d10+2 AP: 0, ROF: 1, Shots: 10, Min Str d6, Mass: 4 kg, Very Rare
- It Burns, Overheat, Maximal
Plasma Gun 20/40/80 3d10+3 AP: 0, ROF: 1, Shots: 10, Min Str d8, Mass: 4 kg, Very Rare
- It Burns, Overheat, Maximal, Reload 2
Plasma Cannon 30/60/120 4d10+4 AP: 0, ROF: 1, Shots: 10, Min Str d12, Mass: 4 kg, Very Rare
- It Burns, Overheat, Maximal, Reload 3, Squad Support Weapon, Medium Blast Template
Flame Weapons
Flame weapons project fire upon their foes and generally use a fuel referred to as promethium, though it can also be a home-made concoction or other chemical brew depending on the local technology level. Most are a mono-propellant fuel that ignites via a smaller pilot flame at the tip of the barrel, though some flamers use binary hypergolic fuels. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even underwater, leaving enemies hard pressed to put out the fire.
- Hand Flamer Range: N/A Template 2d12 AP: 0, ROF: 1 template, Clip: 2, Min Str d6, Mass: 3.5 kg, Rare
- It Burns, Burst (Flamer) Template
Flamer Range: N/A 3d12 AP: 0, ROF: 1 template, Clip: 6, Min Str d8, Mass: 4 kg, Scarce
- It Burns, Burst (Flamer) Template, Reload 2
Heavy Flamer Range: N/A 3d12+3 AP: 0, ROF: 1 or 2 templates, Shots: 10, Min Str d6, Mass: 4 kg, Rare
- Always in Bursts, It Burns, Burst (Flamer) Template, Snap Fire, Reload 3
Inferno Cannon 10/20/40 4d12+4 AP: 0, ROF: 1, Shots: 50, Min Str d12+4, Mass: 4 kg, Rare
- It Burns, Large Blast Template, Squad Support Weapon
Grenades: The explosives listed here can either be thrown by hand or loaded in a grenade launcher as grenades. Handheld grenades activate when their safety pin is pulled, then detonate a few seconds later. Grenades are thrown with the Athletics skill at the Ranges listed below, cannot make use of Extreme Range, and may be Evaded; see the Hot Potato, Cooking, and Covering rules under More on Grenades in Savage Worlds. Many have the appearance of long, rounded cylinders.
Grenade Launcher, 18/36/72, Damage by Grenade, ROF: 1, Shots: 6, Min Str d8, Mass: 12kg, Average
- Anti-Plant Grenade, 5/10/20, 5d12, AP: 0, LBT, Mass: 0.5kg, Rare
- Ogryn-Proof, Damages only Flora.
Blind Grenade, 5/10/20, Blinding Chaff, LBT, Mass: 0.5kg, Rare
- Ogryn-Proof, Blinding Chaff: Creates an area of smoke in a LBT that obscures vision (–4) and sensors that normally penetrate smoke.
Fire Bomb Grenade, 5/10/20, 3d8, AP: 0, SBT, Mass: 0.5kg, Plentiful
Fragmentation Grenade, 5/10/20, 3d6, AP: 0, MBT, Mass: 0.5kg, Common
Krak Grenade, 5/10/20, 3d8, AP: 16, SBT, Mass: 0.5kg, Rare
Plasma Grenade 5/10/20, 3d12, AP: 0, SBT, Mass: 0.5kg, Very Rare
- Not in the Imperial Arsenal. Used by various Xenos.
Photon Flash Grenade, 5/10/20, Photon Flash, SBT, Mass: 0.5kg Rare
- Ogryn-Proof, Photon Flash: Those in the blast radius must roll Vigor or suffer -2 penalty to all actions requiring sight, or -4 with a raise. The victims automatically try to shake off the effect with a Vigor roll as a free action at the end of their following turns. Success removes 2 points of penalties, and a raise removes the effect entirely.
Smoke Grenade, 5/10/20, Smoke Field, LBT, Mass: 0.5kg, Common
- Ogryn-Proof, Smoke Field: Creates an area of smoke in a LBT that obscures vision (–4).
Stun Grenade, 5/10/20, Flash Bang, LBT, Mass: 0.5kg, Common
- Ogryn-Proof, Flash Bang: Targets must make a Vigor roll (at –2 with a raise) or be Stunned (see SWADE page 106).
Chain Weapons
Chainsword, Str+d8+2, AP: 4, Minimum Strength: d6, Mass: 6kg, Average
Eviscerator, Str+d10+2, AP: 4, Minimum Strength: d10, Mass: 15kg Very Rare
- Tearing, -1 to Parry, Two Hands
Power Weapons
Power Fist, Str+d6+4, AP: 6, Minimum Strength: d8, Mass: 13kg, Very Rare
- Power Field, -1 to Parry, Counts as a Natural Weapon for Edges, Requires Power Armor or a 25kg Power Backpack
Power Sword, Str+d8+4, AP: 6, Minimum Strength: d6, Mass: 3kg, Very Rare
Power Axe, Str+d10, AP: 6, Minimum Strength: d8, Mass: 6kg, Very Rare
Power Maul, Str+d6+4, AP: 4, Minimum Strength: d6, Mass: 3.5kg, Very Rare
- Power Field, Stun Mode: Touch Attack (see Savage Worlds), the victim must check Vigor at –2 (–4 with a raise) or be Stunned.
Omnissian Axe, Str+d10+2, AP:6, Minimum Strength: d10, Mass: 8kg, Extremely Rare
- Power Field, -1 to Parry, Two Hands
Force Weapons
Power Sword, Str+d8+4, AP: 8, Minimum Strength: d6, Mass: 5kg, Near Unique
- Balanced, Force, Sanctified
Force Staff, Str+d10+4, AP: 8, Minimum Strength: d6, Mass: 2kg, Extremely Rare
- Balanced, Force, Sanctified, Two Hands
Low-Tech Weapons
(as per SWADE p. 72). Many are Ogryn-Proof
Special Rules:
Always in Bursts: Ignore the Bullets Per Rate of Fire; each firing uses one ammunition
Balanced: Adds +1 to Parry while weilding this weapon.
Cauterize: Anyone Incapacitated by a laser blast adds +2 to his Vigor rolls to keep from Bleeding Out.
Explosive Rounds: These weapons deal Heavy Damage, and +2d4 damage on a raise.
Force: Force weapons act as a Power Weapon normally. In the hands of a Psyker, they also increase Damage and Armor Piercing by an additional +2 and the Damage type changes to Psyker Energy. This is included in the weapon's profile already. Force weapons cannot be destroyed by a power weapon’s field.
Hyperkinetic: Bolt Weapons ignore Sloped Armor. (Optional, pulled from Railgun)
It Burns: Weapons with this quality are Heavy Weapons and targets hit by them Catch Fire (See the Fire Hazard in SWADE p. 127).
Lasgun Overcharge: Certain Lasguns have a variable setting option, allowing it to fire higher-powered bursts. Weapons fired in this mode are RoF 1, use three Shots, add +1 to the Shooting roll, +3 to the damage roll, and apply the Snapfire and Mega Damage qualities.
Maximal: This weapon has an additional mode of fire which converts its range to that of a burst (flamer) template. It deals its damage to all targets caught in the blast, who may evade as normal.
Melta!: All Meltas are Heavy Weapons. If a target without Heavy armor is Wounded by the weapon (may Soak normally), the victim determines Injury per the Gritty Damage Setting Rule and rolls Vigor; failure combined with a limb hit completely disintegrates the limb, failure combined with a head or torso hit causes an immediate roll on the Death & Defeat table.
No Recoil: Meltas ignore the Recoil penalty.
Ogryn-Proof: Those with the All Thumbs Trait can use this weapon with no penalties.
Overheat: On a roll of 1 on any Shooting die, this weapon overheats and inflicts it's damage on the person firing it. 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.
Power Field: A field of power wreathes weapons with this Quality, increasing their Damage and Penetration by 2 and deal Heavy Damage. This is included in the weapon's profile already. When Breaking Things (SWADE p. 98), weapons with this quality ace normally. Weapons with the Force, Warp, and Natural Weapon Qualities are immune to this secondary effect.
Razor Sharp: On a raise, double this weapon's AP.
Reliable: Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on a critical failure and can be cleared as an action.
Sanctified: These weapons are blessed against the forces of Chaos. Any Damage inflicted by a Sanctified weapon counts as Holy Damage, and are effective against some Daemonic and Warp creatures.
Squad Support Weapon: This weapon always fire at their maximum Rate of Fire and is subject to Snap Fire penalties.
Tearing: Raise adds d8 damage; Critical Failures hit the wielder.