EQUIPMENT:
A note on proficiencies and firearms: firearms come in four basic varieties:
Pistols: whether you move or stand still, you can fire a pistol a number of times equal to your melee attacks (yes, a full attack as a standard action). They are single-handed weapons, and tend to have poor range relative to other guns.
Rapid Fire: two-handed weapons, these can all be used as clubs, and can be fired once as a standard action if you move, or fired on full auto as a full round action, making your full number of attacks.
Assault: these are two-handed weapons as well, and most of them allow your full number of attacks whether you move or stay still. Some have special rules, however. Also note that two Assault weapons are only Assault weapons if you take the Exotic Weapon Proficiency - otherwise they are Heavy.
Heavy: these require you to brace the weapon as a move action, so you cannot move and shoot. Some of these have a single, powerful shot, whereas others fire on full auto, granting your full compliment of attacks.
Some Heavy weapons are listed as [Massive]. These require, for anyone not wearing full Power Armour or better, a full round to set up on the ground before you can begin firing. People in full Power Armour, on the other hand, can totally carry them about and fire them like normal Heavy weapons.
A suggestion on ammo: unless they are on prolonged missions, assume they have "enough" ammo and can just keep reloading (note that they must still spend the action to reload), topping up every time they return to the base.
Armour:
Syn-Skin [Light]
Armour Bonus: +2
Max Dex: -
Penalty: 0
Arcane Spell Failure: 0%
Special: +4 to Hide checks, constant Blur effect
Flak Armour [Light]
Armour Bonus: +4
Max Dex: +3
Penalty: -3
Arcane Spell Failure: 20%
Damage Reduction: 5/magic or Adamantine
Mesh Armour [Light]
Armour Bonus: +4
Max Dex: +6
Penalty: -1
Arcane Spell Failure: 10%
Fire and Cold Resistance 5
Carapace Armour [Light]
Armour Bonus: +5
Max Dex: +4
Penalty: -2
Arcane Spell Failure: 20%
Damage Reduction: 10/magic or Adamantine
Fully Sealed, Visor
Scout Power Armour [Medium]
Armour Bonus: +8
Max Dex: +5
Penalty: -4
Arcane Spell Failure: 25%
Damage Reduction: 25/Adamantine or Power
Barely Fortified (10% Critical Hit Immunity)
Strength: +2
Visor
Machine Spirit: add the wearer's BAB to the DR
Power Armour [Medium]
Armour Bonus: +10
Max Dex: +3
Penalty: -6
Arcane Spell Failure: 50%
Damage Reduction: 30/Adamantine or Power
Lightly Fortified
Strength +4, +2 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'
Machine Spirit: add the wearer's BAB to the DR
Artificer Armour [Medium]
Armour Bonus: +12
Max Dex: +2
Penalty: -6
Arcane Spell Failure: 90%
Damage Reduction: 50/Adamantine or Power
Lightly Fortified
Strength +4, +5 to Fortitude saves
Fully Sealed, Visor, Radio Comms 100'
Machine Spirit: add the wearer's BAB to the DR
Terminator Armour [Heavy]
Armour Bonus: +15
Max Dex: +1
Penalty: -10
Arcane Spell Failure: 200%
Damage Reduction: 50/Adamantine or Power, 10/- (use the best of the two in any situation)
Moderately Fortified
Strength +6, +5 to Fortitude saves
Against Touch Attacks: +6 to AC, DR 20/-
Teleport 1/Day
Machine Spirit: add the wearer's BAB to both DR ratings
Damage Reduction: the DR from Imperial Armour applies against energy types just as much as against physical sources, however any effect that "Ignores Armour" or "Ignores the Armour Bonus to AC" or similar (including Touch Attacks but not including effects that have no attack roll, such as Magic Missile or Fireball) ignores the DR.
Fully Sealed Armour: Immunity to Gas and Drowning, +2 bonus on saves vs Enchantments
Visor: Immunity to being Dazzled or Blinded, Low-Light Vision
Radio Comms: this more or less functions as Telepathy with those set on the same frequency.
Pistols:
All pistols benefit from the Machine Spirit rule: add the wielder's BAB to the damage.
Las Pistol: 50' range, 1d8 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot-Shot Ammo: clip-1, Touch Attack, 2d8 Light damage
Hell Pistol: 50' range, 1d8 Light damage, pack-100, crit 18-20/x2 [Hell]
Plasma Pistol: 50' range, 5d6 Fire/Electricity damage, canister-10, crit 20/x2
Touch attacks [Plasma]
Auto Pistol: 50' range, 2d4 Piercing damage, clip-12, crit 19-20/x2
Ripper Pistol: 50' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x2
Poison: DC 20, 1d4 Con/2d6 Con
Stub Pistol: 50' range, 2d6 Bludgeoning damage, clip-8, crit 20/x3
*Manstopper Ammo: 2d8 Bludgeoning damage, DR counts double
Bolt Pistol: 50' range, 3d6 Fire/Sonic damage, clip-20, crit 20/x3
*Can take special Bolter ammunition
Inferno Pistol: 30' range, 4d8 Fire damage, canister-10, crit 20/x3
touch attacks, no regeneration [Melta]
Flame Pistol: 10' Cone of fire, 2d6 Fire damage, Ref half (DC = Attack Roll), canister-6
Failed save causes burning (1d6 Fire damage per round), ignores cover
Combi-Needler: Bolt Pistol with alternate fire: single-shot, 2d4 Piercing damage, clip-1, crit 18-20/x2, Poison: DC 20, 1d4 Dex/1d4 Con
Neural Shredder: Pistol Firearm, 20' cone, 10d6 Electricity damage, Will half. On a failed save the target is Stunned for 1 round unless immune to electricity. Canister-10.
Plasma-Flame Combi Weapon: this can be fired as a Plasma Pistol or a Hand Flamer, but not both in the same turn. Each has their canister capacity halved.
Exitus Autopistol: this functions as a clip-6 Autopistol that deals 2d6 damage per shot.
Rapid Fire Firearms:
All Rapid Fire Firearms benefit from the Machine Spirit rule: add the wielder's BAB to the damage.
Lasgun: 100' range, 2d6 Light damage, clip-30, crit 20/x2
Treats Armour bonus as 2 points lower (minimum 0)
*Hot shot pack: clip-1, Touch Attack, 4d6 Light damage
Plasma Gun: 100' range, 6d6 Fire/Electricity damage, canister-20, crit 20/x2
Touch Attacks [Plasma]
Boltgun: 100' range, 4d6 Fire/Sonic damage, clip-30, crit 20/x3
*Can take special Bolter ammunition, may have a Sarissa (counts as a +1 Keen Spear)
Exitus Rifle: 200' range Rapid Fire, 3d6 Piercing damage, clip-10, crit-20/x4, fires any of the following ammunition types:
-Shield Breaker: delivers touch attacks, causes Fatigue on a failed Fort save (DC 20)
-Penetrator: ignores all damage reduction and regeneration
-Hellfire: deals 6d6 Acid damage, also delivering a Poison (DC 25, 1d6 Con/1d6 Con)
Assault Firearms:
Assault Firearms benefit from the Machine Spirit rule: they add the wielder's BAB to the damage.
Shotgun: depends on ammunition used, clip-12
-Scattershot: 20' cone, 3d6 Bludgeoning damage, Ref half (DC = Attack roll)
-Solid Shot: 60' range, 3d6 Bludgeoning, crit 20/x3
-Executioner Rounds: 100' range, 2d6 Piercing damage, crit 19-20/x2, not affected by cover or any miss chance
Melta: 50' range, 5d8 Fire damage, canister-20, crit 20/x3, touch attacks, no regeneration [Melta]
Flamer: 30' cone of fire, 6d6 Fire damage, Ref half (DC = Attack roll), canister-10, ignores cover
Failed save: target burns (1d8 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Anima Speculum: 100' range Assault Firearm, 3d6 Force Damage, crit 20/x2, clip-10, 6d6 Force Damage against Psykers and Spellcasters. For every Psyker or Spellcaster within 30 feet, improve the critical threat range by 1.
Heavy Flamer: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-20, ignores cover
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training
Heavy Stubber: 100' range, 4d6 Bludgeoning damage, belt-100, crit 20/x3
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
Counts as Heavy without Exotic training
Autogun: 120' range, 2d6 Piercing damage, clip-20, crit 19-20/x2
Storm Bolter: 150' range, 4d6 Fire/Sonic damage, drum-60, crit 20/x3
*Can take special Bolter ammunition, allows 1 extra shot (at highest BAB) per turn
Grenade Launcher: 70' range, launches grenades, clip-6
Hell Gun: 100' range, 2d6 Light damage, pack-100, crit 18-20/x2 [Hell]
Heavy Weapons:
Heavy Weapons benefit from the Machine Spirit rule: the wielder's BAB is added to the damage.
Needle Rifle/Sniper Rifle: 250' range, 2d4 Piercing damage plus Poison, clip-10, crit 19-20/x3
Poison: DC 20, 1d6 Str/2d6 Con
Heavy Bolter: 200' range, 6d6 Fire/Sonic damage, belt-100, crit 20/x4
*Can take special Bolter ammunition
Lascannon: 250' range, 15d6 Light damage, battery-40, crit 19-20/x2
Touch Attacks, single-shot only, [Massive]
Autocannon: 300' range, 6d6 Piercing/Bludgeoning damage, drum-40, crit 20/x4
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)
[Massive]
Multilaser: 200' range, 6d6 Light damage, battery-100, crit 19-20/x2
Halve armour bonus, +1 attack in a full attack, vehicle-mounted only
Rocket Launcher: 200' range, delivers Frag or Krak missiles, clip-4
Single-shot only
-Frag: 30' radius, 5d6 Fire/Sonic damage, Ref half (DC 18)
-Krak: 6d8 Fire/Sonic damage, crit 19-20/x4
[Massive]
Plasma Cannon: 200' range, 10d6 Fire/Electricity damage in a 15' radius
Ref half (DC 25), cell-20 [Plasma] [Massive]
Multi-Melta: 100' range, 8d8 Fire damage, fuel tank-25, crit 20/x2, touch attacks, no regeneration [Melta]
Single-shot only
Assault Cannon: 200' range, 2d4 Piercing, drum-300, crit 19-20/special
Make one attack, target suffers 1 hit for each point the attack roll exceeds his AC. On a critical threat, simply double the number of hits.
Rocket Pods: 60' range, 30' radius explosion, 6d6 Fire/Sonic damage, Ref half (DC 16), no cover saves, drum-10, vehicle-mounted only
Hunter-Killer Missile: 1000' range, 10' radius explosion, 8d8 Fire/Piercing damage, Ref half (DC 17), no save for target if hit, crit 17-20/x2, single-use, vehicle-mounted only
Hellfury Missile: 500' range, 10' radius explosion, 10d6 Fire damage, Ref half (DC 20), single-use, vehicle-mounted only
Hellstrike Missile: 500' range, 50' radius explosion, 5d6 Fire damage, Ref half (DC 18), no cover bonus, single-use, vehicle-mounted only
Demolition Device: 30' range, 15' radius blast, 10d6 Fire/Sonic damage, Ref Half (DC = attack roll), those who fail the save are knocked Prone. Single-use only.
Battle Cannon: 500' range, 20' radius blast, 6d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll). Hand-loaded, single-shot only, vehicle-mounted only.
Earthshaker: 1,000' range, 100' radius blast, 8d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll if direct, 15 if indirect), those who fail the save are knocked Prone and Stunned for 1 round. Hand-loaded, single-shot only, vehicle-mounted only.
Vanquisher: 750' range, 50' radius blast, 8d6 Sonic/Bludgeoning damage, Ref half (DC = attack roll), ignores all Damage Reduction and Regeneration, Deafens all in 100' for 1 minute on a failed Fortitude save (DC 20). Hand-loaded, single-shot only, vehicle-mounted only.
Manticore Missile: 1000' range, bursts into four 10' radius blasts. 5d6 Fire/Sonic damage each, Ref half (DC 16). Single-use, single-shot only, vehicle-mounted only.
Deathstrike Missile: 2000' range, 500' radius explosion. 20d6 Fire/Sonic damage to all in the area, Ref Half (DC 25). Single-use, vehicle-mounted only.
Bomb: dropped from the air, 20' radius blast, 5d6 Sonic/Bludgeoning damage, Ref half (DC 16). Single-use, vehicle-mounted only.
Mortar: launches a Bomb to 100', clip-1 (hand-loaded from a box of 4)
Explosives:
Frag Grenade: thrown to 40', 20' radius explosion, 4d6 Fire/Bludgeoning, Ref Half (DC 15), those who fail the save are knocked Prone.
Krak Grenade: thrown to 30', 5' radius explosion, 8d6 Fire/Bludgeoning, Ref Half (DC 17)
Gas Grenade: thrown to 40', 20' radius cloud of gas. Counts as Obscuring Mist + Hypnotic Pattern to those in the area (Fort negates the latter, DC 20).
Plasma Grenade: thrown to 40', 10' radius explosion, 10d6 Fire/Electricity damage, Ref half (DC 16), lingers for 1d4 rounds.
Melta Bomb: attach to device, 5' radius explosion, 20d6 Fire damage, Fort half (DC 25), no more than half can be negated.
Concussion Mines/Scout Mines: set into ground as a 5' radius Caltrop field. Stepping on them causes a 10' radius explosion, 2d6 Sonic damage, Ref Half (DC 15, DC 25 for the one who stepped on them), failing the save also results in being Stunned for 1 round.
Psyk-Out Grenade: throw 40', 10' radius explosion, Psykers and Spellcasters must make a DC 20 Will save or fall unconscious for 1 hour.
Melee Weapons:
All melee weapons with the [Power] rule have the Machine Spirit special rule: the wielder's BAB is added to damage.
Chainsword: counts as a +1 Wounding Longsword that, if it hits successfully, Rends the target for an extra 2d6 damage at the end of the round.
Eviscerator: counts as a Blood-Drinking Wounding Power Greatsword that, if it hits successfully, Rends the target for an extra 4d6 damage at the end of the round. Has a built-in 1-use Flamer. Against Vehicles, each hit deals an additional 5 damage direct to HP, and the Rending damage is also applied direct to HP.
Power Weapon: Power Weapons ignore Armour Bonuses (but not magical enhancements to Armour Bonuses. I know, "whut?") and Natural Armour Bonuses to AC, as well as Hardness and any DR that can be overcome by [Power]. They can also hit ghosts etc., and have an innate enhancement bonus equal to 1/3 of the wielder, round down. Note that this does not allow it to specifically beat DR/magic. Usually Long Swords, Great Swords, Hand Axes or Great Axes, but there are Power Guisarmes and Power Khukri out there.
Power Fist: Power Fists count as Power Spiked Gauntlets that have a x4 critical multiplier and double the user's Strength for the purpose of dealing damage. [Power], like all Power Weapons.
Lightning Claw: a Lightning Claw is a Power Weapon that is one-handed and deals 1d8+Str base weapon damage, as well as an extra 1d10 Electricity damage. It has a 17-20/x2 threat range, and if worn as a pair, one damage roll for each may be re-rolled per turn.
Chainfist: it's a Chainsword! It's a Power Fist! No, it's.... CHAINFIST! This counts as a Power Fist, except it has a 4:1 Power Attack ratio and deals 1 Point of Constitution damage every time it strikes. If striking a vehicle, it deals 10 additional damage direct to HP.
Sarissa: added to a Bolter, it allows you to stab away with what is basically a +1 Keen Spear.
Suppression Shield: Tower Shield that bestows Electricity/Light resistance 20+BAB and can be used to bash foes for 1d6 Bludgeoning, plus 1d6 Electricity for every 10 electricity damage received in the past round (discharges after one use).
Stun Baton: 1d6 Bludgeoning/Electricity damage. 1-handed melee weapon. Foes must make a Fortitude save (DC = Damage Dealt) or be Stunned for 1 round. One stun attempt per round. 20/x3 crit.
Null Rod: a Power Stun Baton.
Relic Blade: this is a Martial or Exotic weapon of any variety, and is always a Power Demonbane Weapon. Additionally, the user gains a special Sacred bonus to their Strength:
0, +2 if Lawful, +2 if Good, +1 for every 4 ranks in Know: Religion for worshippers of the Emperor, +2 for those with the capacity to use Faith Powers.
Neural Whip: Shocking Power Whip that threatens the area, doesn't provoke, and can hurt armoured foes just fine.
C'tan Phase Sword: Power Short Sword. This weapon ignores Armour, Shield, Natural Armour and Deflection bonuses to Armour Class, as well as all Damage Reduction and Regeneration. It even injures Incorporeal or Ethereal creatures 100% of the time.
Neuro-Gauntlet: One Handed Martial Weapon, 1d10 Electricity damage, crit 20/x2, the first hit per foe per round forces a Fortitude save (DC = Damage dealt) or the target is Stunned for 1 round.
Misc:
Chameleoline: occupies "Cloak" slot, grants a 25% miss chance through Concealment and Hide in Plain Sight, as well as a +4 bonus to Hide checks.
Digi-Weapons: 10' range, deals 2d6 Light damage, crit 20/x2, can be fired as a Swift action. Uses a Ring Slot or Eye Slot.
Grav-Chute: anyone wearing a Grav-Chute basically has a permanent Feather Fall effect, and never suffers falling damage.
Twin-link: if a weapon is twin-linked, then roll damage twice and pick the best one.
Medikit: this grants a +5 bonus to Heal checks, as well as providing one dose of each of the following:
-Morphia: immunity to [Pain], non-lethal damage and [Fear] for 1 hour
-Narthecium: Cure Critical Wounds, CL 15
-Antivenin: Neutralise Poison
-Apocalyptic Antibiotics: Cure Disease
-Stimm: Immunity to Fatigue for 1 hour, Haste for 1 minute
-Slaught: Rage and Bull's Strength for 1 minute, then Fatigue
Cloak of St. Aspira: occupies the "Cloak" slot, granting a +5 Enhancement bonus to AC, and adding 20 to any Damage Reduction, as well a granting +4 to Will saves and to Charisma.
Litanies of Faith: any Faith powers you possess with uses per day, hour, minute or encounter see this amount increased by +1. You also do not automatically fail attack rolls (and, if using Skip's dumb rules, saving throws) on a natural 1, and also gain a floating +1d6 that can, on your turn, be allocated to a single Saving Throw, Skill Check, Armour Class, Damage Reduction, Attack Roll or Damage Roll. Reading the litanies at the start of the day will, at the first combat of the day, cause a Divine Power or Righteous Might (your choice) to immediately kick in. Reading them before bed makes you immune to any dream/nightmare based spells or psychic intrusion while you sleep.
Roasarius: occupies the "Belt" slot, granting a +5 Deflection bonus to AC, as well as a +3 Resistance bonus to all saving throws.
Auspex: this device can cast the following at will, as Supernatural abilities:
-Detect Chaos
-Detect Poison
-Detect Magic
-Deathwatch
-Locate City (non-nuclear version)
-Identify
Servo Skull: Tiny Construct
50 HP, Fly 30' (Perfect)
Str 10 Dex 17 Con - Int 12 Wis 11 Cha -
Saving Throws: use base values of the owner
Armour Class: 18 (+3 Dex, +2 Size, +3 Natural)
Base Attack Bonus: use that of the owner
Equipment: Twin-linked Digi-Weapons, 1 Mechadendrite
Psiber Eagle: this counts as a Construct Eagle armed with a Hell-Pistol. Additionally, if within 10 feet of the owner, it may elect to redirect any targeted Psykic powers or Spells from the owner to itself.
Target-Finder: this occupies the "Eyes" slot and allows the wearer to ignore all miss chances, as well as enabling them to accurately target the square a hidden foe is in.
Jet Pack: wearing this allows you to fly, somewhat. You gain a +10' bonus to your movement speed if merely using it to skim along (and when charging, move at triple speed rather than double), and can also cross difficult terrain without penalty. If used for actual flight, the speed is 40' (Clumsy), generally only used to launch in straight lines.
Jump Pack: more elegant than a jet pack, this actually flies properly. If using it to skim along, you gain the +10' movement bonus, but it can also grant a flight speed of 50' (Good).
Repair Kit: grants a +6 bonus to Repair checks, allows for more complex/large repairs to be made.
Bionic Limb: it's like a normal one, but bionic! Legs grant +4 to Saves against Slow/Entanglement and to resist being Tripped, as well as +8 to Jump checks. Arms grant +2 Strength.
Special Bolter Ammunition:
-Kraken Penetrator Rounds: crit 18-20/x2, reduce DR by 10
-Frag Rounds: Wounding, deals 1d6 Piercing to adjacent creatures
-Hellfire Rounds: Acid damage, Poison (DC 20, 1d4 Con/1d4 Con)
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)
-Tempest Bolts: Electricity damage, Fort DC 20 or be Stunned 1 round
-Bessed Bolts: count as Holy, Axiomatic
Dispenser: this device dispenses drugs as a Swift action.
Etherium: one dose of Etherium lasts for 1 hour, doubling the radius of all auras.
Polymorphine: single-use, Disguise Self (lasts for 6 hours)
Frenzon: upon being consumed, this unleashes incredible power in the imbiber. They gain the benefits of Divine Power, Divine Favour and Righteous Might all at once, and gain Damage Reduction 50%. All benefits last for 1 minute, though afterwards the imbiber takes 1d4 Constitution damage.
Slam: upon being consumed, this drug grants the benefits of Mirror Image (due to moving so quickly) and one True Strike (due to others seeming to move so slowly). Additionally, the imbiber gains an additional attack per round when making a full attack - this stacks with Haste. This lasts for 2d6 rounds, and then the imbiber becomes Stunned for one round, then Exhausted until they rest.
Psy-Occulum: this takes up the "eyes" slot, and allows the wearer to constantly See Invisible, as well as to recognise all visual illusions as such instantly.
Special Descriptors:
[Hell] Hell weapons benefit from being fired in a continual beam. As such, each additional shot made against the same target in the same round with the same weapon receives a cumulative +1 bonus to hit, +1 bonus to damage, and the threat range is widened by 1. On your next turn, the benefits are all lost unless you keep targeting the same person with the same gun, in which case they keep building up as normal.
[Melta] Melta weapons deal double damage if used within half the first range increment. Additionally, firing them this close means no more than half the damage may be negated via resistances, DR or immunity, and any damage taken from a vehicle's Temporary HP pool is ALSO applied directly to HP.
[Plasma] Plasma weapons have two settings (with a Swift action to change them). On low-power, the weapon does half damage (after rolling), on high power the user may only safely fire it once per turn. Firing it more often forces them to make a Fort save for every additional shot in the turn (DC 15 + half their own level) or also take half the damage rolled. Vehicles do not need to worry about this.