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Weapons Cost Acc Md Range Type Damage Actions Cost JF STR Hide L Mass Avail Range DAM Special Qualities
Size
(CC)
Handguns (MRW-pistol)
Sherman .74 Model 13 Bolter 1,900 CC 0 F 6/12/40 HI/O d6w/d6+1w/d6m 3 18 19 4 8 +2 36 2.2 Com 30/45 1d6+1(+3) opt TS
Sherman .55G Model 15 Ironfist 2,700 CC 0 F/A 6/12/50 HI/O d4+2w/d4+3w/d4+2m 3 25 27 3 9 +2 39 2.5 Con 40/60 1d6+1(+3) int GL
.45AP No. 3 Ronin 3,000 CC 0 F 8/16/60 HI/O d4+1w/d4+2w/d4+1m 3 15 30 8 4 +3 30 1.5 Com 50/75 1d6(+2) opt TS
P1000 6,200 CC -1 F/B/A 10/20/80 HI/O d4+1w/d4+2w/d4+1m 4 20 62 7 6 +2 43 1.4 Res 60/90 1d6(+2) opt CB, opt TS
PSA Mk. XIV Aggressor 2,400 CC +1 F/A 5/10/30 HI/O d4+1w/d4+2w/d4+1m 4 26 24 4 8 +3 34 2.3 Com 20/30 1d6(+2)
MP-105 7,200 CC 0 F/A 8/16/60 HI/O d4+2w/d4+3w/d4+2m 4 58 72 9 6 +1 31 1.9 Con 50/75 1d6+1(+3) opt TSS, opt GL, opt TS
P60 Punisher 8,400 CC 0 F/A 15/30/90 HI/O d6+1w/d6+3w/d4+2m 3 13 84 7 11 +2 32 2.5 Con 70/105 1d6+2(+3) Hide: loaded/unloaded
Piranha Handgun 19,900 CC -1 F 15/30/90 HI/O d4w/d4+1w/d4m 3 11 19 3 6 +4 40 1.0 Con 70/105 1d4+1(+2) concealable
HG-12 5,400 CC +1 F 6/12/40 HI/O d4w/d4+1w/d4m 3 6 54 7 4 +5 12 1.0 Com 30/45 1d4+1(+2)
HG-25 Equalizer 3,000 CC 0 F 6/12/50 HI/O d6+1w/d6+3w/d4+2m 3 6 30 8 8 +2 27 1.5 Com 40/60 1d6+2(+3)
MP-21 Nemesis 13, 500 CC 0 F/A 20/50/100 HI/O d4+2w/d4+3w/d4+2m 3 40 135 8 9 +2 38 2.2 Mil 100/150 1d6+1(+3) det. TSS, opt GL, op TS
MP-210 Nemesis Stealth 17,500 CC +1 F 5/10/30 HI/O d4+1w/d4+2w/d4+1m 3 40 175 8 10 +1 43 2.3 Res 20/30 1d6(+2) opt TSS, opt TS, silenced
Enforcer 1,000 CC +1 F 15/30/90 HI/O d4w/d4+1w/d4m 3 6 10 8 7 +3 27 1.0 Com 70/105 1d4(+1)
FGA-100 Freedom 4,700 CC 0 F 10/20/80 HI/O d4+2w/d4+3w/d4+2m 3 16 47 6 10 +2 30 1.5 Com 60/90 1d6+1(+3) opt TS
Avalanche Handgun 9,500 CC +1 F/A 8/16/60 HI/O d6+1w/d8+1w/d6+1m 2 13 95 3 12 +1 40 3.2 Res 50/75 1d6+4(+4) opt TS, only lasts 1d4+1 mags

Submachineguns (MRW-SMG)
CAR-24 4,600 CC +1 F/B/A 25/50/100 HI/O d4+2w/d4+3w/d4+2m 3 30 46 3 12 +1 65/53 3.6 Con 120/180 1d6+2(+3) TSS, int GL, opt TS
Tambu No. 4 Windrider 5,500 CC 0 F/B/A 30/60/120 HI/O d4+1w/d4+2w/d4+1m 4 22 55 3 7 +1 51 2.7 Con 160/240 1d6+1(+3) det GL
CAW2000 7,800 CC -1 F/B/A 30/60/120 HI/O d4+2w/d4+3w/d4+2m 4 30 78 7 8 +1 63 3.0 Res 180/270 1d6+2(+3) int GL, opt CB, opt TS
SMG MK IVP Plasma Intruder 7,100 CC +1 F/B/A 20/40/100 HI/O d4+2w/d4+3w/d4+2m 3 20 71 2 12 0 64 4.0 Mil 100/150 1d6+2(+3) opt TSS, spec GL, opt TS
SMG MK III Interceptor 6,200 CC +1 F/B/A 20/40/100 HI/O d6+1w/d6+3w/d4+2m 3 40 62 5 13 +1 56 4.6 Con 100/150 1d6+3(+3) opt TSS, int GL, opt CB
MP-105GW 9,400 CC 0 F/B/A 25/50/100 HI/O d4+2w/d4+3w/d4+2m 4 58 94 8 10 +2(+1) 65/52 2.8 Mil 120/180 1d6+2(+3) det TSS, det GL, opt TS
MP-103 Hellblazer 9,000 CC 0 F/B/A 20/40/100 HI/O d4+2w/d4+3w/d4+2m 4 34 90 9 8 +1 46 2.6 Mil 80/120 1d6+2(+3) opt GL
Eliminator 10,200 CC +2 F/A 20/40/100 HI/O d4+2w/d4+3w/d4+2m 3 20 102 1 10 +1 50 3.0 Mil 100/150 1d6+2(+3) Silenced

Sniper Rifles (MRW-rifle)


SR-50 10,100 CC -2 F 200/500/1000 HI/O d8+2w/2d6+2w/d8+2m 3 12 101 9 15 - 117/95 5.5 Mil 2000 1d8+4(+4) TSS, opt BIP, x9 TS
Tambu No. 15 Archer 7,100 CC -1 F/B 200/400/800 HI/O d6+1w/d6+3w/d6+1m 3 15 71 7 13 - 93 4.4 Mil 1700 1d8+2(+3) opt BIP, x4/x8 TS
SR3500 16,000 CC -2 F/B/A 300/600/1200 HI/O d6+2w/2d4+3w/d6+2m 3 20 160 7 13 - 102 5.0 Res 2300 1d8+3(+4) int BIP, x3-x12 TS
SR MK XII Assailant 14,400 CC -1 F 200/400/800 HI/O d8+2w/2d6+2w/d8+2m 3 15 144 9 15 - 107/94 6.3 Mil 1200 1d8+4(+4) det TSS, opt BIP, x5/x10 TS
PSG-99 18,600 CC -1 F/B/A 300/600/1200 HI/O d6+2w/2d4+3w/d6+2m 4 48 186 8 13 - 109/90 5.1 Mil 2100 1d8+3(+4) TSS, opt GL, opt BIP, x1-x12 TS
Mephisto Sniper Rifle 24,500 CC -2 F/B/A 350/700/1300 HI/O d8+2w/2d6+2w/d8+2m 3 13 245 9 16 - 110 7.0 Mil 2600 1d8+4(+4) opt BIP, x3-x15 TS
Rainy Dayer 12,000 CC 0 F 90/180/400 HI/O d6+1w/d6+3w/d6+1m 2 10 120 9 14 - 100 3.4 Con 800 1d8+2(+3) opt TS

Shotguns (MRW-rifle)
M516S 8,200 CC -1 F 6/12/30 HI/O d4w/d6w/d4m 3 6 82 3 13 -2 94 6.4 Com 14/21 d4(2)(+3)
M516D 9,600 CC -1 F/B/A 6/12/30 HI/O d4+1w/d6+1w/d4+1m 4 12 96 3 15 -2 88 7.7 Mil 10/15 d4+1(2)(+4)
Tambu 50/50 Airbrush 6,500 CC -1 F 6/12/30 HI/O d4w/d6w/d4m 3 14 65 1 14 0 67 5.0 Con 20/30 d4(2)(+3) opt CB
SA-SG7200i 13,500 CC -1 F 10/20/50 HI/O d4+1w/d6+1w/d4+1m 3 6 135 9 10 -1 78 5.0 Res 40/60 d6(2)(+4) opt CB
SG7200 14,700 CC -1 F/B/A 10/20/50 HI/O d4+1w/d6+1w/d4+1m 4 12 147 2 11 -1 78 6.1 Res 40/60 d6(2)(+4) opt CB
B&G Mk. XIV Mandible 11,400 CC -1 F/A 8/16/40 HI/O d6w/d8w/d6m 4 19 114 5 15 -2/0 81/64 7.5 Con 24/32 d6+1(2)(+5) int TSS
HG-14 Hagelsturm 14,000 CC -1 F 8/16/40 HI/O d6w/d8w/d6m 2 5 140 8 15 -2/0 82/66 6.0 Con 30/45 d6+1(2)(+5) int TSS, opt TS
HG-14 Street Version varies -1 F 5/10/20 HI/O d4+1w/d6+1w/d4+1m 2 5 140 2 10 +1 64 4.6 Com 6/19 d6(2)(+4)
Clip Clip
Weapons Cost Acc Md Range Type Damage Actions JF STR Hide L Mass Avail Range DAM Special Qualities
Size Cost
Assault Rifles (MRW-rifle)
M50 6,500 CC 0 F/B/A 80/160/500 HI/O d6+1w/d6+3w/d6+1m 3 30 65 3 14 -3/-1 100/79 6.1 Mil 300/450 1d8+2(+3) TSS, int GL, opt TS
Tambu No. 1 Shogun 7,100 CC 0 F/B/A 70/150/400 HI/O d6+1w/2d4w/d4+2m 3 26 71 8 10 -1 67 3.8 Mil 240/360 1d8+1(+3) det GL
AR3000 12,800 CC -1 F/B/A 90/180/600 HI/O d6+1w/d6+3w/d6+1m 4 25 128 7 10 -2 86 5.2 Res 360/540 1d8+2(+3) int GL, opt CB, opt TS
BAR MK XIB Invader 11,600 CC +1 F/B/A 70/150/400 HI/O d6+2w/2d4+3w/d6+2m 3 30 116 5 16 -2 83 7.1 Mil 260/390 1d8+3(+4) opt TSS, int GL, opt CB, opt TS
L&A Mk. 43 Plasma Carbine 20,000 CC +1 F/B/A 60/150/400 HI/O d8+2w/2d6+2w/d8+2m 3 36 200 9 15 0 61 6.0 Mil 200/300 1d8+4(+4) opt CB, opt TS
AG-17 Panzerknacker 12,400 CC 0 F/B/A 80/160/500 HI/O d6+1w/d6+3w/d6+1m 4 48 124 7 13 -3/-1 90/72 4.7 Mil 300/450 1d8+2(+3) TSS, det GL, opt TS
Calix Carbine 6,100 CC 0 F/B 90/180/600 HI/O d6+2w/2d4+3w/d6+2m 3 28 61 8 16 0 68 5.8 Mil 400/600 1d8+3(+4) x6 TS
AG-11 8,000 CC 0 F/B/A 80/160/500 HI/O d6+2w/2d4+3w/d6+2m 3 24 80 7 13 -2 81 5.2 Mil 300/450 1d8+3(+4) opt TS
Assault Rifle Mk 43 Intruder 6,500 CC 0 F/B/A 70/150/400 HI/O d6+2w/2d4+3w/d6+2m 3 30 65 3 13 -1 72 5.0 Mil 250/375 1d8+3(+4) opt TSS, opt CB, opt TS
R75 Retributor Carbine 16,400 CC -1 F/B/A 60/150/400 HI/O d8+2w/2d6+2w/d8+2m 3 30 164 7 12 +1 30 5.8 Res 200/300 1d8+4(+4) det TSS, x4-x12 TS
AC-19 Volcano Assault Carbine 22,000 CC -1 F/B/A 90/180/600 HI/O d6+2w/2d4+3w/d6+2m 3 20 220 7 12 -3 116 6.2 Res 400/600 1d8+3(+4) opt GL, opt CB, x2-x4 TS
HAC-20 Eruptor Heavy Carbine 27,750 CC -1 F/B/A 100/200/800 HI/O d8+2w/2d6+2w/d8+2m 3 12 277 7 14 -4 128 8.0 Res 600/900 1d8+4(+4) opt GL, opt CB, x2-x4 TS
Mk 43P Intruder Assault Rifle 15,300 CC 0 F/B/A 70/150/400 HI/O d6+2w/2d4+3w/d6+2m 3 20* 153 5 14 -1 72 5.2 Mil 250/375 1d8+3(+4) opt TSS, opt CB, opt TS
* When not using Plasma Ammo in the same magazine, normal ammo MC is 30
Light Machineguns (Heavy Weapons-direct fire) MBL
M606 10,500 CC 0 A 150/500/1000 HI/O d6+2w/2d4+3w/d6+2m 4 400 105 4 15 - 109 7.2 Mil 900 1d8+3(+4) opt TS
Tambu No. 11 Kensai 12,500 CC 0 A 90/180/600 HI/O d6+1w/d6+3w/d6+1m 4 250 125 7 14 - 89 5.6 Mil 750 1d8+2(+3) int BIP
TSW4000 18,000 CC -1 A 200/600/1200 HI/O d6+2w/2d4+3w/d6+2m 4 750 180 8 15 - 97 7.0 Res 1200 1d8+3(+4) int BIP, opt CB, opt TS
LMG Mk XXIII Destroyer 19,000 CC +1 A 150/500/1000 HI/G d6+1w/d6+3w/d6+1m 4 2000 190 5 16 - 109 9.1 Mil 900 1d8+4(+4) opt BIP, opt CB, opt TS
MG-40 21,500 CC 0 A 90/180/600 HI/O d6+2w/2d4+3w/d6+2m 4 300 215 7 14 - 90 6.3 Mil 700 1d8+3(+4) opt BIP, opt TS
AC-40 Justifier 24,000 CC +1 A 60/150/400 HI/O d6+1w/2d4w/d4+2m 4 400 240 8 10 - 101 6.2 Mil 100/150 1d8+1(+3) int CB
Bergdahl Stonecleaver 42,000 CC 0 A 90/180/600 HI/O d6+2w/2d4+3w/d6+2m 4 -- 420 9 17* - 93 22.1 Mil 700 1d8+3(+4) opt TS

Heavy Machineguns (Heavy Weapons-direct fire) MBL


Improved M89 21,000 CC 0 A 200/500/1000 HI/G d8w/2d6w/2d4m 4 1000 210 3 17* - 104 20.0 Mil 1000 1d8+5(+5) Extreme RoF
Tambu No. 45 Dragonfire 16,700 CC 0 A 150/450/900 HI/G d6+1w/d6+3w/d6+1m 4 500 167 6 13 - 92 8.6 Mil 900 1d8+3(+4) Extreme RoF
SSW4200P 28,500 CC -1 A 250/750/1500 HI/G d6+2w/2d4+2w/d6+1m 4 1000 285 7 14* - 99 9.4 Res 1500 1d8+4(+4) Extreme RoF
HMG Mk XIXB Charger 33,000 CC +1 A 150/300/700 HI/G d8w/2d6w/2d4m 4 ∞ 330 4 17* - 98 26.4 Mil 700 1d8+6(+5) Extreme RoF
MG-80 26,000 CC 0 A 200/500/1000 HI/G d6+2w/2d4+2w/d6+1m 4 750 260 8 15* - 97 10.5 Mil 1000 1d8+4(+4) Extreme RoF
AC-40 Purifier 26,500 CC 0 A 150/300/600 HI/G d6+2w/2d4+2w/d6+1m 4 750 265 7 16* - 98 14.7 Mil 600 1d8+4(+4) Extreme RoF
HMG Mk XIXA Mega-Charger 29,000 CC +1 A 100/200/400 HI/G d8+1w/2d6+1w/2d4+1m 4 ∞ 290 4 17* - 88 24.1 Mil 280/420 1d8+7(+6) Extreme RoF
Dragonstorm Turbocannon 45,000 CC +1 A 250/500/1000 HI/G d8+1w/2d6+1w/2d4+1m 4 ∞ 450 5 18* - 90 40 Mil 600 1d8+7(+6) Extreme RoF
SW4100 24,700 CC -1 A 300/900/1800 HI/G d8w/2d6w/2d4m 4 ∞ 247 2 18* - 59 26.5 Mil 1800 1d8+6(+5) Extreme RoF
SSW4200 Titan Megablaster 40,900 CC -1 A 250/750/1500 HI/G 2d4+2w/3d4+2w/2d6m 4 1000 409 7 20* - 110 60.4 Mil 1500 1d10+6(+6) Extreme RoF
*cost per 100 rounds
Rocket Launchers (Heavy Weapons-indirect fire) #TA SR/ Special
DPAT-9 Deuce 18,700 CC 0 F 50/150/300 var var 2 6 187 3 11* - 81 12.8 Mil 200/300 1d12+1 (+4) 1d6 2/4/6 / opt TS
Tambo No. 86A5 Daimyo 17,700 CC 0 F 50/150/300 var var 2 7 177 8 12* - 87 9.5 Mil 200/300 1d12 (+4) 1d4 2/4/6 / none
SSW5500 32,000 CC -2 F 40/120/240 var var 3 7 320 6 14* - 93 12 Res 160/240 1d12+1 (+4) 1d6 2/4/6 / none
RL MK XIIC Southpaw 45,000 CC 0 F/A 30/60/90 var var 4 19 450 5 15* - 108 19.9 Mil 60/90 1d12+6 (+7) 1d6 2/4/96 / none
ARG-17 43,000 CC -1 F 30/ var var 3 11 430 9 14* - 80 10.7 Mil 140/210 1d12+2 (+5) 1d6 2/4/6 opt TS
Giraud ATML 100 Firefist 55,000 CC -1 F var var 3 10 550 8 15* - 120 20 Mil 500/750 1d12+6 (+7) 1d6 2/4/6 / none
Demonfang Rocketgun 55,000 CC 0 F var var 3 5 550 6 14* - 120 25 Mil 2000 1d10+10 (1) 0/--/-- Armor Piercing
SSW6000 96,500 CC -1 F/A var var 4 24 965 9 25* - 112 78.0 Mil 2500 1d12+7 (+7) 1d6+2 4/8/12 / none
Clip Clip
Weapons Cost Acc Md Range Type Damage Actions JF STR Hide L Mass Avail Range DAM Special Qualities
Size Cost
Other Weapons (all but SA-30 and Deathshrieker are Heavy Weapons-direct fire)
Deathlockdrum 32,700 CC 0 A HI/G 4 40 327 9 15* - 96 12.9 Mil 1000 1d8+5(+5) int GL
Nimrod Autocannon Mk. 1 59,000 CC 0 A HI/G 4 40 590 8 13* -- 83 11.8 Mil 900 1d8+6(+5) opt TS, 1d10x2 attacks
Gehenna Puker 40,000 CC -1 F/B/A 8/16/40 En/G d6+1w/d8+2w/2d6+1w 3 15 400 9 15* - 140 25.0 Mil 20/30 1d12+10 Sweep 10 (1d6+6)
Purifier Incinerator 8,600 CC -1 F/B/A 8/16/40 En/G d6w/d8+1w/2d6w 3 28 86 8 14* -- -- 6.0 Res 20/30 1d12+5 Sweep 6 (1d6+3)
Bauforce MC 2000 Atlas Usually has magazine belts of 50
50,000 CC -1 A HI/G 4 ∞ 500* 7 17* 150 30.0 Mil 5000 2d10+4(+8)
Megacannon rounds per barrel
SA-30 (Subaquatic Weapon) 8,000 CC +1 F HI/O 2 1 80 1 7 24/36 3.5 Mil 30/45 1d6-1(+2)
Lumberjack .50 Autocannon 32,000 CC +1 A HI/G 4 19/∞ 320 8 19* +3 120 40.2 Mil 1500 1d8+10(+8) opt TS, 1d10+1x2 attacks
Deathshrieker Screechgun 50,000 CC 0 F En/O 2 - - 2 14 +2 100 30 Mil 100 1d10 ignores armor
Eruptor Flamethrower 6,800 CC -1 F/B/A 6/12/30 En/O d6+2w/d8+2w/d8+4w 3 15 68 8 +3* +4 -- 2.7 Res 12/18 1d12+2 Sweep 5 (1d6+2)
F-214 Flamer (Nemesis) 2,100 CC -1 F/B 5/10/20 En/O d6w/d6+2w/d8+3w 3 6 21 5 +1* +2 -- 1.0 Res 8/12 1d8+1
Magmascorcher I-99 198,000 CC -2 F/B/A En/A 3 unl. - 7 30* +2 109 90 Res 150/225 6d10+20 Sweep 75 (6d6+10)
*cost per 100 rounds

Qualities and Special Effects


TYPE EFFECT
Armor Piercing
Ordinary Reduce armor die type by 1 step Reducing Armor Dice: d12-->d8-->d6-->d4-->d3-->d2-->+1
Good Reduce armor die type by 2 steps, if armor has +2 or more, then -1 for 2dX, convert to equivalent single die type, then reduce. For example, if
Amazing Reduce armor die type by 3 steps, if armor has +3 or more, then -2, otherwise -1 your armor was 2d4+1 and you were hit with a Good AP weapon, you would
have an armor roll of (2d4-->d8)-->d6-->d4+1
Area of Effect Everything within listed area suffers damage 1 grade less than primary target,
with a minimum of Ordinary damage except on failure. On failure, use
grenade deviation chart to determine where the shot went.

Recoil
None (Lasers only) Autofire penalties are +0/+0/+1 (+2 for a 4th attack)
Light Autofire penalties are +0/+1/+2
Heavy Autofire penalties are +2/+3/+4, Burst provides no bonus; F weapons have a
further +1 per shot in consecutive phases (including Double/Multishot)
Reliability
Standard Normal reliability
Verify Reroll skill check, only malfunctions if reroll fails
Veriy (Critical) Reroll skill check, only malfunctions if reroll is a Critical Failure
Poor/XX XX is the number (or higher) on which the weapon will malfunction

Rate of Fire (RoF)


Low Weapon can only fire 2 bursts per autofire action
High Weapon may fire up to 4 bursts per autofire action
Extreme Weapon may fire up to 6 bursts per autofire action

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