Technology

Armor

Name
Armor
Weight
Cost
Note
Light armor
2
8
300
Covers entire body
Flak armor
4
12
600
Covers entire body
Carapace armor
6
20
1000
Covers entire body
Scout Armor
6
25
4000
Covers entire body
Power Armor
10
100
30K
Powered, Heavy Mount
Artificer armor
13
150
100K
Powered, Heavy Mount
Terminator Armor
16
220
800K
Powered, Heavy Armor, Heavy Mount, Cannot Run
Storm Shield
8
6
10K
Only slow attacks (no shots), cumulative with other armor
Combat Shield
-
8
25
+1 Parry, leave hands free

Notes

  • Powered: this armor protect the entire body, have audio sensors on the ears, and visual sensors feeding back to a screen inside the helmet. They are hermetically sealed, providing air from oxygen tanks concealed in the rear, and are powered by long-life batteries, each lasting 72-hours; recharging from a special recharging unit takes 6 hours. Every suit contains a comm-unit with a 5-mile range and increases user’s Strength by one step. The weight of the armor is negligible to the wearer, as the servos allow him easy movement. However, it does become important when moving over weak surfaces, such as ice or wooden floorboards.
  • Heavy Mount: this armor can carry a heavy weapon and has special systems that can fix the user to the ground without needing of mounting or dismounting it. This has no practical effect apart from the commodity of carrying all the weapon on a single person. Terminators can also fire the turn they move.

Ranged Weapons

Name
Range
Damage
ROF
Cost
Weight
Shots
AP
Notes
Autocannon
36
3d10
2
1000
90
100
5
Semiauto, HW
Boltgun
24
2d8+1
3
800
10
30
3
Auto, Str d6
Bolt pistol
12
2d6+1
1
400
4
6
2
Semiauto
Flamer
Cone
2d10
1
800

6
-
Str d6, Flame
Grenade (frag)
5
3d6
1
75

5
-
MBT, thrown
Grenade (krak)
5
3d8
1
75

5
5
Thrown, HW
Heavy bolter
36
2d10+1
3
1000
84
200
5
Auto, Fix, HW
Assault cannon
24
2d12+1
4
1400
75
300
5
Auto, Fix, HW
Heavy flamer
C or 12
2d10
1
900

6
-
S8,Snap,Flame,HW
Heavy stubber
36
2d8+1
3
900
25
200
4
Str d8, Snap, Auto
Hellpistol
12
2d6
1
350
4
17
2
Semiauto, Reliable
Hellgun
24
2d8
3
700
8
30
3
Auto,3RB,Reliable
Lasgun
24
2d8
3
700
8
30
2
Auto,3RB,Reliable
Laspistol
12
2d6
1
300
3
17
1
Semiauto, Reliable
Lascannon
50
4d10+2
1
1500
90
10
14
Fix, HW 40
Meltagun
12
3d12
1
1400
15
10
20
Str d8, melta
Missile (frag)
48
3d6
1


1
2
LBT, Fix
Missile (krak)
24
4d8+2
1


1
8
Fix, MBT or HW30
Mortar
24
4d8
1


1
-
MBT, Snap, HW
Multi laser
36
3d8
3


60
2
Auto, Fix, HW
Multi melta
24
4d8+2
1
1500
60
10
20
Fix, melta
Plasma cannon
36
3d10
1
1700
70
10
16
Fix, hot, SBT, HW
Plasma gun
24
3d8+2
1
1100
15
10
14
hot, Str d8, HW
Plasma pistol
12
2d10+1
1
700
6
10
8
hot
Ripper gun
24
2d8+1
3
800
15
30
2
Str 8, auto, reliable
Shotgun
12
1-3d6
1-2
400
11
2
1
+2 Shooting
Sniper rifle
50
2d8
1
700
20
5
4
Snapfire, toxin
Storm bolter
24
2d8+1
4
1000
15
60
3
Str d8, Auto
Melta bomb
-
4d6
-
100

-
10
Melta, MBT
Demolition ch.
3
4d6
-
100

-
-
LBT, thrown, HW
Hunter killer m.
100
4d6
1

-
1
140
MBT, vehicles, HW
Typhoon mis.
48
2d10+1
1


-
3
MBT, TL
Battle cannon
100
4d8
1

-
-
30
MBT, HW
Demolisher
100
5d10
1

-
-
68
HW
Inferno cannon
C or 25
2d10
1

-
-
-
Flame, SBT, HW
Earthshaker c.
120
4d10
1

-
-
45
LBT, HW
Vengeance mis.
50
2d10+1
1

-
1
6
LBT, HW, min 12
Castellan mis.
50
-
1

-
1
-
See rules, min 12

Notes

  • SBT: small burst template
  • MBT: medium burst template
  • LBT: large burst template
  • HW: Heavy Weapon, if it has a number after it’s the AP against vehicles (or other rigid armor).
  • Scope: a laser scope gives +1 to Shooting if the target is not too lighted, or +2 if the user does not move.
  • Hot: on a roll of 1 in the Shooting roll (regardless of wild die) the weapon gets too hot to function properly. It has to be cooled for one turn or another similar result would mean a weapon explosion.
  • Melta: gets HW at x2 AP under half its range.
  • Reliable: this weapon is immune to the Malfunction effect and can reroll any roll to see if the weapon malfunction or broke in any way.
  • Flame: ignores all but totally sealed armor.
  • Fix: to fire the weapon the user has to set it, so it cannot shoot if he has moved in this turn.
  • Snap: snapfire penalty, if the shooter moves the turn he shoot he gets -2 to hit.
  • Toxin: this weapon inoculates toxins. If he gets to inflict at least a Shaken result it do at least a Wound.
  • TL: twin linked weapons. Two (or more) weapons that fire at the same time and at the same target with one Shooting roll, they get +1 to hit and +1 dice of damage
  • Castellan missiles: when fired place a LBT as usual. That area now is a mine fied of Melta mines (count as Melta bombs).
  • Auto: can fire ROF attacks at -2. Every attack consumes ROF ammunitions.
  • 3RB: +2 to hit and damage if fires 3 rounds.
  • Semiauto: +1 to hit and damage with double tap (2 rounds).
Name
Damage
Weight
Cost
Min Str
AP
Notes
Hunting lance
S+1d10
10
500
d8
1
Reach 2, +4 AP, +2 dam first round, HW
Bayonet
S+1d4
1
25
-
-

Bayonet on rifle
S+1d6
1
25
-
-
Parry +1, Reach 1, malfunction
Sword
S+1d8
8
300
d6
-

Knife
S+1d4
2
50
-
-

Battle Axe
S+1d8
10
300
d8
-

Saber
S+1d6
4
200
-
-

Chainsaw
S+1d12
20
200
d6
-
1 on Fighting die (not Wild) hits the user
Ripper gun
S+1d8
15
800
d8
2
Parry -1, 2 hands
Eviscerator
S+1d12
20
200
d6
-
2 hands
Powerfist
S+1d12
15
2000
d8
15
Parry -1, HW
Thunder Hammer
S+1d12
15
4000
d8
15
Parry -1, at least Shaken if hits, HW
Lightning Claws
S+1d8
20
4000
d8
15
If used in pairs ignores off-hand penalty
Chainfist
S+1d12
15
3000
d8
15
Parry -1, AP 30 against vehicles, HW
Power Weapon


+500

+15

Force Weapon


+2000

+15
Add a Psionics roll to damage at 1 PP
Chain Weapon


+105


+2 to base damage
Whitchblade
S+1d8
8
3000
d6

Add Psionics roll to damage at 1 PP, HW

Notes

  • Malfunction: if rolls a 1 on his skill die (regardless of the Wild die) when using this weapon in close combat the weapon to which it is attached broke and is unusable as a firearm.

Technology

Dark Angels, Savage Worlds Odesh Odesh