Lord Helmwars' Bible

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Hand-to-hand Weapons

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Clubs, Mauls, Bludgeons Close Combat Only User+1 1 - CC 10
Chainsword Close Combat Only 4 1 -1 CC, Parry 25
Chains, Flails Close Combat Only User+1 1 - CC, Opponent may not parry, fumbles count double 10
Knife Close Combat Only User 1 - CC 5*
Massive Axe, Sword, Club Close Combat Only User+2 1 - CC, Opponent wins draws 15
Power Axe, 2-handed Close Combat Only 6 1 -3 CC 35+3d6
Power Axe, 1-handed Close Combat Only 5 1 -2 CC 35+3d6
Power Fist Close Combat Only 8 1 -5 CC 85+3d6
Power Maul Close Combat Only 5 1 -3 CC, Enemy who go down are automatically out of action. No serious injuries. 35+3d6
Power Sword Close Combat Only 5 1 -3 CC, Parry 40+3d6
Sword Close Combat Only User 1 - CC, Parry 10

Pistols

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Autopistol 0-8 8-16 +2 - 3 1 - 4+ CC 15
Bolt Pistol 0-8 8-16 +2 - 4 1 -1 6+ CC 20
Hand Flamer special 4 1 -2 4+ CC, template, one use only 20
Laspistol 0-8 8-16 +2 -1 3 1 - 2+ CC 15
Needle pistol 0-8 8-16 +2 - 3 1 -1 6+ CC, toxin dart, Injuries 100+4d6
Plasma Pistol, low energy 0-6 6-12 +2 -1 4 1 - 4+ CC 25
Plasma Pistol, maximum energy 0-6 6-18 +2 -1 6 1 -1 4+ CC, Sustained Fire 1 die, 1 turn to recharge 25
Stub Gun 0-8 8-16 - -1 3 1 - 4+ CC, dum-dums 10
Web Pistol 0-4 4-8 - -1 special - 6+ CC, fires web 120+4d6

Basic Weapons

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Autogun 0-12 12-24 +1 - 3 1 - 4+ 20
Boltgun 0-12 12-24 +1 - 4 1 -1 6+ 35
Lasgun 0-12 12-24 +1 - 3 1 - 2+ 25
Shotgun: 0-4 4-18 20
Solid Slug - -1 4 1 - 4+ -
Scatter Shot +1 -1 3 1 - 4+ ignores cover, may hit other models in base contact on 4+ -
Man-stopper - - 4 1 -2 4+ 5
Hot Shot - -1 4 1 - 6+ catch fire 5
Bolt 0-4 4-24 +1 - 4 1 -1 6+ 15

Special Weapons

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Flamer special - - 4 1 -2 4+ template 40
Grenade Launcher 0-20 20-60 - -1 - - - Auto as grenade, move or fire 130
Melta gun 0-6 6-12 +1 - 8 d6 -4 4+ 95
Needle Rifle 0-16 16-32 +1 - 3 1 -1 6+ Special Injury Chart 230+4d6
Plasma gun 0-6 6-24 +1 - 7 1 -2 4+ maximal shot, 1 turn to recharge, Sustained Fire 1 die 70
Plasma gun 0-6 6-16 +1 - 5 1 -1 4+ low energy 70

Heavy Weapons

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Auto-Cannon 0-20 20-72 - - 8 d6 -3 4+ Sustained fire 1 die, move or fire 300
Heavy Bolter 0-20 20-40 - - 5 d4 -2 6+ Sustained fire 2 dice, move or fire 180
Heavy Plasma Gun(low) 0-20 20-40 - - 7 d4 -2 4+ 1 1/2" blast, move or fire 285
Heavy Plasma Gun(maximal) 0-20 20-72 - - 10 d10 -6 4+ 1 turn recharge, 1 1/2" blast, move or fire 285
Heavy Stub Gun 0-20 20-40 - - 4 1 -1 4+ Sustained Fire 2 dice, move or fire 120
Lascannon 0-20 20-60 - - 9 2d6 -6 4+ move or fire 400
Missile Launcher: 0-20 20-72 - - - - - Auto move or fire 185
Super Krak - - - - 8 d10 -6 - 115
Frag - - - - 4 1 -1 - 2" blast 35

Grenades

Range To hit Save
Mod.
Ammo
roll
Weapon Short Long Short Long Str. Dam. Special Cost
Gas, Choke - - - - - - - Auto Area: 2" 15+2d6
Frag - - - - 3 1 -1 Auto Area: 2" 30
Hallucinogen - - - - - - - Auto Area: 2" 40+4d6
Krak - - - - 6 d6 -3 Auto Area: none 50
Melta Bomb - - - - 8 d6 -4 Auto Area: none 40+3d6
Plasma - - - - 5 1 -2 Auto Area: 1 1/2" 30+3d6
Photon Flash Flare - - - - - - - Auto Area: 1 1/2" 20+2d6
Gas, Scare - - - - - - - Auto Area: 2" 20+2d6
Smoke - - - - - - - Auto Area: 2" 10+3d6

Page originally designed by msde and last modified by msde on January 27