Weapons from
WH40K
Small Arms Conversion Notes
The weapons here converted from the WH40K
rules using the following rough guidelines:
- Basic DC were based off Str. So a
meltagun (Str. 8) does 8 DC or 2 1/2d6 killing damage, while a
lasgun (Str. 3) does 3DC or 1 d6 killing.
- Every point of AP gave either +1 DC or
+1 Stun Mod. So a Bolter (basic of 4 DC) has 2 points of AP,
giving it 5 DC and +1 Stun Mod, for a final damage of 1 1/2 d6, +1
Stun Mod.
- Shotguns got an extra +1 Stun Mod to
reflect their heavier ammo.
- Weapons gained +1 range mod. for every
12" of range.
- Pistol weapons got a +2 OCV and a
&endash;1 Range Mod, while Assault weapons got a +1 OCV for every
"Assault rating". Thus an assault 2 weapon like an assault cannon
has +2 OCV, while a splinter cannon has +4 OCV
- Rapid fire weapons became
autofire.
- Heavy weapons get the "full phase" and
"OAF: Bulky "limitation, which means they cannot both move and
fire, and the user is at half DCV while shooting.
- No. of shots was taken from the rules in
Inquisitor, or where necessary extrapolated.
- Heavy weapons were given 5 shots
autofire for every "heavy rating" above the first &endash; so an
autocannon (heavy 2) is AF5, while an assault cannon (Heavy 3 is
AF10)
- Pistol weapons were automatically
classed as "one-handed weapons", heavy weapons as "two handed
weapons" and everything else as "one and a half" handed weapons.
The latter have a STR Min 2 points higher if used
one-handed.
- Most small arms are costed as OAF (-1),
except the assault cannon which is OIF (-1/2), Independent (-2),
STR Min (-3/4).
- Most weapons apart from pistols are
calculated as STR min &endash;5 since they are both high tech and
have a stock. However, many of the heavy weapons were calculated
without a STR min, since otherwise the STR min.s just get silly
They do not get the appropriate limitation however. This reflects
the fact that they are jammed full of high-tech compensators to
make them man-portable. Such weapons were instead given the
limitation "bulky"(see not #7 above). The assault cannon WAS
calculated with a STR mins since it was only intended for use on
vehicles or Terminator suits. Ork weapons were not calculated with
such reduced STR mins to reflect their bulky, heavy nature and the
fact that Orks LIKE weapons with big recoil.
- Combi-weapons can be made by taking the
most expensive of the two weapons in the combination and adding
20% to the real cost. This effectively generates a multipower
containing the two weapons as slots.
Hand to Hand Weapon Conversion
Notes
The weapons here converted from the WH40K
rules using the following rough guidelines:
- Basic HTH weapons were simply converted
directly from existing Hero system rules &endash; for further
notes you can see the medieval weapons list. This approach means
that HTH weapons actually do more damage than you might expect,
compared to firearms. This is entirely intentional &endash; in
WH40K, HTH combat has always been bloodier than shooting, so this
should encourage combat monsters to close to HTH
combat.
- Power weapons were given extra dice of
damage, calculated off the WH40K rules as for small arms above.
This damage can only be applied to negate defences. That means
power weapons ignore most armour or toughness, and do the same
damage to an armoured or unarmoured foe.
- Force weapons got an extra dice of
damage IF the psyker using them makes an EGO roll.
- All hand weapons are costed as OAF (-1)
except the powerclaw and powerfist which are OIF (-1/2),
Independent (-2), STR Min (-3/4), 0 END (+1/2).
- STR min for Power weapons and shock
weapons is the same as for normal weapons of their type since the
power field or shock requires no STR to use and thus does not use
the STR min limitation.
Standard
Imperial Small Arms
Exotic
Imperial Small Arms
Extra
and Alternate Ammunition for Imperial Weapons
Primitive
Small Arms
Grenades
Alien Small
Arms
Imperial
Hand to Hand Weapons
Armour, Force Fields
and Wards, Shields.