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A Warhammer 40K/D20 hybrid game played on IRC. Set on Terra during the Age of Strife in the 29th Millennium.
 
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PostSubject: Firearms    Firearms                                       I_icon_minitimeSat Dec 05, 2015 6:22 am

PERSONAL FIREARMS

This is the standard set of Personal Firearms. All of these require the Personal Firearms Proficiency feat or a -4 nonproficiency penalty is incurred. Any weapon marked with an X where cost is, is a Xeno-Weapon.

A note on damage: The damage dice are similar to those of d20 Modern, but it is assumed that with better medicine and better technology weapons of the Dark Millenium are less likely to effectively kill their target despite being superior. There were also practical reasons this was done. The maximum bar for weapon damage and range of weapon damages is higher in d20-40k. The point is weapons are quoted as dealing slightly less damage here than in d20 Modern – the balance is not identical. If you are bringing a d20 Modern weapon to Warhammer 40k d20 consider that a ‘stubgun’ your basic projectile weapon with its range of 40 and 4lb weight is pretty much identical to a Desert Eagle. In d20 Modern these deal 2d8 damage. The stubgun deals 2d6. The Autogun is roughly as powerful as an M16 but it also deals 2d6 damage instead of 2d8. The lasgun is as potent as an OICW weapon but it deals 2d8 damage instead of 2d10. The boltgun is about as powerful as M2HB heavy machine gun (yes it’s a deadly weapon) and it deals 2d10 instead of 2d12. Basically any Modern weapon imported to 40k should have both damage dice reduced as if the weapon had shrunk a size category.


Firearm
Cost

Dmg

Critical

Range

Rate

Wt.
Autogun
20

2d6

x2

60 ft.

Auto

6 lb.
Autopistol
12

2d4

x2

30 ft.

Auto

4 lb.
Boltgun
2200

2d10

x3

60 ft.

R.F.

11 lb.
Boltpistol
1900

2d8

x3

30 ft.

Semi

5 lb.
Lasblaster
X

2d8

19-20/x2

60 ft.

Auto

11 lb.
Lasgun
500

2d8

19-20/x2

60 ft.

R.F.

7 lb.
Laspistol
350

2d6

19-20/x2

30 ft.

Semi

3 lb.
Needle Pistol
600

2d8

x2

45 ft.

Single

6 lb.
Pulse Rifle
X

2d12

x2

90 ft.

R.F.

10 lb.
Pulse Carbine
X

2d10

x2

30 ft.

Auto

8 lb.
Ripper Gun
1200

2d12

x2

60 ft.

Auto

17 lb.
Shuriken Gun
X

2d10

19-20/x2

40 ft.

Auto

8 lb.
Shuriken Pistol
X

2d8

19-20/x2

20 ft.

Auto

5 lb.
Slugga
X

2d6

x2

30 ft.

Semi

4 lb.
Shoota
X

2d8

x2

60 ft.

R.F.

10 lb.
Sniper Rifle
240

2d12

x2

120 ft.

Single

21 lb.
Shotgun
50

2d8

x2

40 ft.

Semi

7 lb
Shotgun, exec.
60

2d10

x2

90 ft.

Single

8 lb.
Splinter RifleX
2d8

x3

60 ft.

R.F.

7 lb.
Splinter Pistol
X

2d8

x2

30 ft.

Semi

4 lb.
Stormbolter
250

2d10

x3

60 ft.

Auto

16 lb.
Stubgun
20

2d6

x2

40 ft.

Semi

4 lb.
Stubpistol
10

2d4

x2

20 ft.

Semi

2 lb.
 

SPECIAL RULES

  • Autogun / Autopistol: These two weapon types represent generic automatic projectile firearms.  These weapons generally use ammunition of between .4 and .45 inch calibers. The .41’ autopistol is the classic design and the .45 Autogun is likewise iconic. The magazine capacities vary from 20 box to 40 box for the autopistol and from 40 box to 80 box on the autogun. Typically autopistols have a 30 box capacity and autoguns a 60 box capacity but this is not always the case. We refer generically to all autopistol and autogun ammo as ‘auto-ammo’, though it is conceivable that a gaming group passionate about weapons could subdivide the autogun category into several more specific weapons (like the AK-47, HK G11 and so on) each with its own specific ammunition types. Specific ammunition for autoweapons is not discussed in this ruleset.

  • Bolt Pistols / Boltguns / Stormbolters: These three are considered bolt weapons. The guns are very heavy and fire a large round bolt. Once fired the back of the bolt explodes midflight further increasing the speed and deadliness making it a mini-rocket. A few milliseconds after impact the bolt detonates. Because of the speed and power of the bolt they normally detonate inside the enemy target. These explosive rounds leave few survivors. Bolt weapons use bolt ammunition which is quite expensive. Bolts are also quite large. Bolts are sold in boxes of 6. Boltpistols have 1 box-slot, boltguns have 2 and stormbolters have 4. Both the boltpistol and the boltgun can carry a bolt in the chamber of the weapon when a fresh cartride is installed so technically Boltpistols can carry 7 bolts and boltguns carry 13 bolts. Stormbolters have 2 chambers and therefore stormbolters carry up to 26 bolts.

     
  • Lasblaster / Lasgun / Laspistol: These three are all considered laser weapons. The lasblaster is not an human weapon but an Eldar weapon, seized during clashes of the colonization during the Dark Age of Technology. They are considerably more advanced that the Imperial version. Laser weapons where cheap, manufactured in bulk and never technically run out of ammunition. Damage varies according to weapon size but the laser cartridge is generally the same for all laser weapons. A pack can be recharged by plugging it into a wall socket and comes with enough charges typically for 20 shots. Recharge occurs at a rate of one per round. Spare packs can be reloaded as quickly as for normal ammunition. Now a sought after weapon of the Techno Barbarians tech hunters.

  • Needle Pistol: See Sniper Rifle below.

  • Pulse Rifle: The most deadly mass production firearm of the dark millenium. Capable of dealing bursts that can shred land-speeders; pulse rifles are powerful enough to put a modern mini-gun to shame. And they only weigh 10 pounds! Pulse rifles use a Pulse Cartridge which is nearly identical in every respect to a laser cartridge (20 rounds, recharged electrically) but is designed for this higher powered gun. Seized during clashes of the colonization during the Dark Age of Technology. They are Rare and hunted for the Techno Barbarians.

     
  • Pulse Carbine: A genius of earth-caste design; pulse carbines are typically given to Tau close range troops or gun drones. These weapons are a modification on the Pulse Rifle. Slightly lighter weight and damage but able to incapacitate foes. The laser pulse carries with it an electrical current that is meant to disable foes. Anyone hit by a Pulse Carbine must take a Fortitude save DC equal to damage taken or be stunned for a round. Anyone so stunned must also pass a Reflex DC equal to the damage taken or be knocked prone by the attack. They use the same pulse cartridge as a pulse rifle. They are Rare and hunted for the Techno Barbarians.

     
  • Ripper Gun: It is a large size weapon not a medium weapon and requires a minimum Strength of 21 for medium or a minimum Strength of 17 for a large non-Ogryn to use. The weapon uses heavy auto-ammo like an autocannon or a heavy stubber. It comes attached to a belt which can be up to 200 shells in length.
     
  • Shuriken Gun / Shuriken Pistol: The weapon of the most common eldar aspect warrior, the Dire Avenger, and the weapon given to civillian guardians in times of war. These weapons fire razor sharp discs at the foe (slashing damage) and are fully automatic. The shuriken gun is more commonly known as the shuriken catapult. It can carry up to 18 shurikens. The shuriken pistol can only only carry 6. Both weapons have a 3-round burst rather than a 5-round burst. Autofire uses 6 shuriken and requires at least 6 shurikens remaining in the weapon. They are Rare and hunted for the Techno Barbarians.

  • Slugga / Shoota: These weapons are the firearms of the barbaric orkoid race crafted by the cunning mekboys. Though hardly Tau-quality, these weapons do function effectively as killing tools. Sluggas are pistols sized one-handed grip weapons, whereas shootas are larger two-handed rifle weapons. Sluggas have 12 bullet capacity. Shootas can carry up to 30 bullets. Note: The statistics given are based on Gorkamorka stats rather than 40k stats to reflect better the poor quality of ork design. Well equipped Ork mobs may have weapons that deal more damage than the listed damage. They are Rare and hunted for the Techno Barbarians. Sluggas can be found from past Ork invasion attempts, it is believed some band of orcs are still alive, living in hiding on Terra, stranded by the Warp Storms.

  • Sniper Rifle / Needle Pistol: The deadly favoured weapon of the Ratlings; this weapon fires a laserbeam with an electric current; not unlike the Tau pulse carbine. Its capacity to disable foes made it the natural upgrade from sniping tranquilizer guns. For this reason it is often still called the Needle Sniper Rifle. The Needle Pistol is a highly reduced pistol version of the weapon. Anyone hit by a Needle Weapon must take a Fortitude save DC equal to damage taken or be stunned for 1d6 rounds. Anyone so stunned must also pass a Reflex DC equal to the damage taken or be knocked prone by the attack. They use the same pulse cartridge as a pulse rifle. A needle sniper rifle or a needle pistol that shoots a stunned target follows a special rule. If the stunned target fails his save he is not stunned again, but rather knocked out. He will awake again in a number of hours equal to the amount of damage inflicted. Both weapons use a standard laser pack. Both needle weapons have a random DRP of between 0 and 5. (Determined by rolling 1d6 and subtracting 1).

     
  • Shotgun / Executioner Shotgun: Both a shotgun and an executioner shotgun have a wide array of ammunition types available. The Shotguns can come in two varieties. Those that can carry 7 round or those that carry 2 (one in each barrel). In all cases reloading is a move action. Executioner shotguns always carry 7 rounds. See ammunition for more details.

  • Splinter Rifle / Splinter Pistol: The wicked weapons of the dark eldar. These weapons gravitically fire long thin metal lances. The splinter rifle has a 3 round burst setting for when it is fired from standing still. It can carry up to 24 splinters. The splinter pistol can only only carry 6. They are Rare and hunted for the Techno Barbarians.

  • Stubgun / Stubpistol: These two weapon types represent generic semiautomatic projectile firearms. Hundreds of companies around the galaxy make hundreds of thousands of varieties of these weapons. The statistics could vary from the ones given above but they are considered ‘average’ for stubweapons. These weapons generally use ammunition of between .2 and .4 inch calibers. The .22 stubpistol is the classic design and the .38AE ‘lucky stubber’ is likewise iconic. The magazine capacities vary from 10 box to 20 box for the stubpistol and from 20 box to 40 box on the stubgun. Typically stubpistols have a 15 box capacity and stubguns a 30 box capacity but this is not always the case. We refer generically to all stubpistol and stubgun ammo as ‘stub-ammo’, though it is conceivable that a gaming group passionate about weapons could subdivide the stubguns category into several more specific weapons (like the derringer, desert eagle, special .38 and so on) each with its own specific ammunition types. Specific ammunition for stubweapons is not discussed in this ruleset.
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