diff --git a/ShadowbaneInquisition/CharacterCreation.js b/ShadowbaneInquisition/CharacterCreation.js deleted file mode 100644 index 35ea556447..0000000000 --- a/ShadowbaneInquisition/CharacterCreation.js +++ /dev/null @@ -1,523 +0,0 @@ - -const GENOS = [ - { name : 'Human', - stats : { - WS : 20, - BS : 20, - STR : 20, - TOU : 20, - AGI : 20, - INT : 20, - PER : 20, - WP : 20, - FEL : 20, - INF : 20 - }, - traits : ['Size (4)'], - bonus : [ - { name : 'Pure of Form', desc : 'Pure of form and undiluted, there is no greater perfection than that of humanity. After applying Genos Characteristic Modifiers (see Page X) but before applying Home-World Characteristic Modifiers, a Human may distribute up to five 1-point increases across their characteristics. No Characteristic may be raised above 40 with these points.'} - ], - aptitudes : [], - wounds : 7 - }, - { name : 'Ogryn', - stats : { - WS : 15, - BS : 15, - STR : 30, - TOU : 30, - AGI : 10, - INT : 05, - PER : 15, - WP : 15, - FEL : 10, - INF : 15 - }, - traits : ['Auto-Stabilised', ' Blatant', ' Clumsy', ' Size (5)', ' Unnatural Strength (3)', ' Unnatural Toughness (2)', ' Moderate Phobia Disorder (Claustrophobia)'], - bonus : [ - { name: 'Giant’s Fortitude', desc: 'Though mighty and durable, the Orgyn lack natural abilities in many other areas. Thankfully, their fortitude allows them to easily maintain what little faculties they have. An Orgyn treats their Characteristic Bonuses as 2 higher for the purposes of determining when their Characteristics are reduced by Fatigue.'} - ], - aptitudes : ['Strength', 'Toughness'], - wounds : 15 - }, - { name : 'Ratling', - stats : { - WS : 20, - BS : 20, - STR : 15, - TOU : 10, - AGI : 25, - INT : 20, - PER : 30, - WP : 20, - FEL : 25, - INF : 15 - }, - traits : ['Size (3)'], - bonus : [ - { name : 'Masterfully Duplicitous', desc: 'When conventional methods fail, one can always trust a Ratling to get their hands on what is needed. Whenever a Ratling character attempts an Acquisition Test, they may reduce their warband’s Subtlety Score by 1 to gain a +20 Untyped Bonus on the Test. This Subtlety Loss cannot be negated or reduced by abilities that reduce Subtlety Loss. This ability can only be used once per Acquisition Test.'} - ], - aptitudes : ['Fellowship', 'Perception'], - wounds : 5 - }, - { name : 'Squat', - stats : { - WS : 20, - BS : 20, - STR : 20, - TOU : 30, - AGI : 10, - INT : 20, - PER : 15, - WP : 25, - FEL : 10, - INF : 20 - }, - traits : ['Size (4)', ' Sturdy'], - bonus : [{name :'Everlasting Grudge', desc: 'Hate comes easy to the Squat people. They have suffered at the hands of many enemies before, and they are more than ready to return the favour. Whenever a Squat Character or a member of their Warband suffers Critical Damage from or has Righteous Fury inflicted against them by an opponent, the Squat gains the Hatred Talent against that individual. If the Squat already possesses the Hatred Talent against that opponent, increase the Talent\'s Attack Bonus against that opponent by 5. This Genos Bonus can only apply once against any given Opponent. Additionally, its effects only last until either the individual’s death or the end of the Encounter. Additionally, Squat Characters also begin with the Hatred (Orks) and the Hatred (Tyranids) Talents.'}], - aptitudes : ['Toughness', 'Willpower'], - wounds : 8 - }, - { name : 'Ghul', - stats : { - WS : 25, - BS : 20, - STR : 20, - TOU : 10, - AGI : 30, - INT : 20, - PER : 25, - WP : 20, - FEL : 10, - INF : 15 - }, - traits : ['Size (4)', ' Blatant', 'Dark-Sight', 'Natural Weapons'], - bonus : [ - {name : 'The Huntsman', desc : 'Expert trackers capable of moving across treacherous terrain with ease, Ghuls are the bane of all enemies of Mankind who hope to flee the Imperium’s retribution through Flight. Ghul Acolytes ignore all Treacherous Environments with a Penalty of -20 or less except Zero Gravity and gain a +20 Bonus on Athletics Tests made to Climb. Additionally, Ghul Acolytes do not halve their Movement Speed when performing the Tracking Use of the Survival Skill.'}, - {name : 'Twisted Form', desc : 'Made from unblessed bones and accursed flesh, the Ghul may manipulate themselves in ways others might deem unnatural. Ghul’s Character’s count as Size (3) for the purposes of Squeezing. Additionally, a Ghul Acolyte may suffer 1d5 Toughness Damage in order to increase their Degrees of Success on a Successful Dodge or Parry Test by 2.'} - ], - aptitudes : ['Agility', 'Perception'], - wounds : 6 - } -] - -const HOMEWORLDS = [ - { name : "Agri-World", - aptitudes : ["Strength","Toughness"], - bonus : { name : "Strength from the Land", desc : "An Agri-World character starts with either the Brutal Charge (2) or Sturdy Trait, decided by the character upon selecting this homeworld." }, - characteristics : { STR : +3, TOU : +3, AGI : -3 }, - fate : 2, - empBlessing : 7, - wounds : +2 - }, - { name : "Daemon World", - aptitudes : ["Willpower","Perception"], - bonus : { name : "Touched by the Warp", desc : "A character from a Daemon World is attuned to the nature of the Warp. As such, they begin with one Rank in the Psyniscience Skill. Should they gain this Skill again in a later step of character creation, they instead gain one additional Rank in the Skill. Additionally, a Daemon Worlder may take ranks in the Psyniscience Skill even if they do not possess the Psyker Trait. This character also begins with 1d10+5 Corruption Points. Finally, a Daemon World Acolyte gains a +10 Bonus to Resist Fear Effects caused by Psychic Powers, Psychic Phenomena, Perils of the Warp, or the Fear Trait of creatures with the Daemonic Trait." }, - characteristics : { WP : +3, PER : +3, FEL : -3}, - fate : 3, - empBlessing : 8, - wounds : +1 - }, - { name : "Death World", - aptitudes : ["Agility","Perception"], - bonus : { name : "Inured to Death", desc : "Whenever a Death World Acolyte would suffer a Critical Effect, they reduce the Severity of that Critical Effect by 1. Additionally, Death World Acolytes gain a +10 Bonus on all Tests made to resist the effects of Critical Effects." }, - characteristics : { AGI : +3, PER : +3, FEL : -3}, - fate : 2, - empBlessing : 5, - wounds : +2 - }, - { name : "Feral World", - aptitudes : ["Strength","Weapon Skill"], - bonus : { name : "The Old Ways", desc : "A Feral World Acolyte Removes the Primitive Quality from and adds the Proven (3) Quality to all Melee and Low-Tech weapons that they wield." }, - characteristics : {STR : +3, WS : +3, INF : -3}, - fate : 2, - empBlessing : 6, - wounds : +2 - }, - { name : "Feudal World", - aptitudes : ["Strength","Weapon Skill"], - bonus : { name : "Live by the Sword", desc : "Feudal World Acolytes increase the Agility Maximum of all Armours by 20. Additionally, a Feudal World Character gains one additional Degree of Success on all Successful Attacks with Melee and Low-Tech weapons." }, - characteristics : { STR:+3, WS:+3, INT:-3}, - fate : 3, - empBlessing : 7, - wounds : +2 - }, - { name : "Forge World", - aptitudes : ["Intelligence","Toughness"], - bonus : { name : "Omnissiah’s Chosen", desc : "A forge world character gains a +20 Bonus on to apply weapon modifications. Additionally, they gain a +10 Bonus when repairing damaged items." }, - characteristics : { INT: +3, TOU: +3, FEL: -3}, - fate : 3, - empBlessing : 8, - wounds : +1 - }, - { name : "Fortress World", - aptitudes : ["Ballistic Skill","Weapon Skill"], - bonus : { name : "The Fortress Stands", desc : "While a fortress world character is Critically Wounded, they gain the Unnatural Toughness (X) Trait, where the number in parentheses (X) is equal to half of their Willpower Bonus. If they already possess this Trait, they increase their Unnatural Toughness Trait’s value by this value instead." }, - characteristics : { BS: +3, WS: +3, AGI: -3}, - fate : 2, - empBlessing : 6, - wounds : +2 - }, - { name : "Frontier World", - aptitudes : ["Ballistic Skill","Toughness"], - bonus : { name : "It’s a Strange World out Here", desc : "Frontier World Acolytes gain a +20 Bonus on Mundane Fear Tests. Additionally, a Frontier World Character reduces their Degrees of Failure on Mundane Fear Tests by 2 (Minimum 1)." }, - characteristics : { BS: +3, TOU: +3, FEL: -3}, - fate : 3, - empBlessing : 8, - wounds : +1 - }, - { name : "Garden World", - aptitudes : ["Willpower","Fellowship"], - bonus : { name : "Green Serenity: Whenever a garden world character rolls on Table X-X: Shock or Table X-X", desc : "Mental Traumas (See Page X and X), they may roll twice and take the result of their choice. Additionally, whenever a Garden World Character would gain Insanity Points, they gain 1 less Insanity Point (to a minimum of 0). Additionally, a Garden World Acolyte gains a +20 Bonus on Tests to resist the effects of Mental Disorders" }, - characteristics : { WP: +3, FEL: +3, WS: -3}, - fate : 3, - empBlessing : 4, - wounds : 0 - }, - { name : "Highborn", - aptitudes : ["Fellowship","Leadership"], - bonus : { name : "Breeding Counts", desc : "Any time a highborn character fails an Influence Test, they may re-roll the Test at a -10 Penalty, keeping the result of the re-roll." }, - characteristics : { FEL: +3, INF: +3, TOU: -3}, - fate : 4, - empBlessing : 10, - wounds : 0 - }, - { name : "Hive World", - aptitudes : ["Agility","Perception"], - bonus : { name : "Teeming Masses in Metal Mountains", desc : "A hive world character ignores crowds for the purposes of movement, treating them as open terrain. Hive Worlders also gain a +20 Bonus on Acrobatics Tests made to Disengage or Move Through Occupied Spaces. Additionally, When in enclosed spaces, they also gain +20 Bonus to Navigate (Surface) Tests. HiveWorld Acolytes also gain a +20 Bonus on Athletics Tests made to Climb buildings and synthetic structures." }, - characteristics : { AGI: +3, PER: +3, WP: -3}, - fate : 2, - empBlessing : 6, - wounds : +2 - }, - { name : "Penal Colony", - aptitudes : ["Toughness","Perception"], - bonus : { name : "Finger on the Pulse", desc : "One survives a penal colony by instinctively knowing when to act, when to engage in fight or flight. A penal colony character starts with the Constant Vigilance Talent. Additionally they gain a +2 Bonus to Initiative Rolls." }, - characteristics : { TOU: +3, PER: +3, INF: -3}, - fate : 2, - empBlessing : 7, - wounds : +2 - }, - { name : "Quarantine World", - aptitudes : ["Agility","Perception"], - bonus : { name : "Secretive by Nature", desc : "Those who manage to leave a quarantine world learn how to keep secrets. Whenever the warband’s Subtlety would decrease, it decreases by 2 less (to a minimum reduction of 1). Additionally, whenever the warband’s Subtlety would increase, they gain 1 additional Subtlety." }, - characteristics : { AGI: +3, PER: +3,INF: -3}, - fate : 3, - empBlessing : 9, - wounds : +1 - }, - { name : "Research Station", - aptitudes : ["Intelligence","Perception"], - bonus : { name : "Pursuit of Data", desc : "Whenever a research station character fails a Common Lore, Scholastic Lore, or Forbidden Lore Test, they may re-roll the Test at no Penalty." }, - characteristics : { INT: +3, PER: +3,FEL: -3}, - fate : 3, - empBlessing : 5, - wounds : 0 - }, - { name : "Shrine World", - aptitudes : ["Willpower","Fellowship"], - bonus : { name : "Faith in the Creed", desc : "Whenever a shrine world character makes a Salvation roll, they save their Fate Point on a result of either 1 or 10, rather than just 10." }, - characteristics : { WP: +3, FEL: +3, PER: -3}, - fate : 3, - empBlessing : 5, - wounds : 0 - }, - { name : "Voidborn", - aptitudes : ["Intelligence","Ballistic Skill"], - bonus : { name : "Child of the Void", desc : "A voidborn character may re-roll any failed Willpower Test to resist any Psychic Powers at no Penalty. Additionally, they may re-roll any failed Tests made to move in zero gravity environments at no Penalty." }, - characteristics : { INT: +3, BS: +3, STR: -3}, - fate : 3, - empBlessing : 4, - wounds : 0 - } -] - -const BACKGROUNDS = [ - { name : "Adepta Sororitas", - aptitudes : ["Offence","Conviction"], - talents: [['Weapon Training (Flame)','Weapon Training (Low-Tech)'],'Weapon Training (Chain)'], - skills : [[' Charm', 'Intimidate'], 'Athletics', 'Common Lore (Adepta Sororitas)', 'Common Lore (Imperial Creed)', 'Linguistics (Low Gothic)', 'Linguistics (High Gothic)', ['Medicae', 'Parry'], 'Scrutiny'], - traits : [], - malignancies : [], - bonus : { name : "Incorruptible Devotion", desc : "Whenever an Adepta Sororitas character would gain 1 or more Corruption points, she gains that many Insanity Points minus 1 (to a minimum of 0) instead." }, - equipment : [['Hand flamer',['Repeating Crossbow', '4 clips of Mono-Bolts']], 'Chain-Sword with Sacred Inscriptions Weapon Modification', 'Armoured Body-Glove', 'Sanctified Idol'], - restrictions : ['Human'], - wounds: 0 - }, - { name : "Adeptus Administratum", - aptitudes : ["Knowledge","Social"], - talents: [['Weapon Training (Las)', 'Weapon Training (Solid Projectile)'],'Peer (Adeptus Administratum)'], - skills : [['Commerce','Logic'],'Linguistics (Low Gothic)', 'Linguistics (High Gothic)',['Common Lore (Adeptus Administratum)','Common Lore (Imperium)'], 'Scholastic Lore (Bureaucracy)', 'Trade (Any One)'], - traits : [], - malignancies : [], - bonus : { name : "Master of Paperwork", desc : "Whenever an Adeptus Administratum Acolyte succeeds on an Acquisition Test, they increase their Degrees of Success by half of their Influence Bonus." }, - equipment : [['Las-Pistol','Stub Automatic'], 'Imperial Robes', 'Auto- Quill', 'Chrono', 'Data-Slate', 'Scraps of Knowledge'], - restrictions : [], - wounds: 0 - }, - { name : "Adeptus Arbites", - aptitudes : ["Offence","Defence"], - talents: [['Weapon Training (Low-Tech)', 'Weapon Training (Shock)'], 'Weapon Training (Solid Projectile)'], - skills : ['Common Lore (Adeptus Arbites, Underworld)', ['Inquiry', 'Interrogation'], 'Intimidate', 'Linguistics (Low Gothic)', 'Scholastic Lore (Judgement)', ['Scrutiny', 'Scrutiny']], - traits : [], - malignancies : [], - bonus : { name : "The Face of the Law", desc : "A character with the Adeptus Arbites background can re-roll any Intimidation or Interrogation Test, and can substitute their their Willpower Bonus for their Degrees of Success on Successful Tests with these Skills." }, - equipment : ['Shotgun', '4 Clips of Standard Ammo', '2 Clips of Shotgun Submission Shells', ['Man-Catcher', 'Shock Maul'], 'Light Carapace Armour', '6 Manacles'], - restrictions : [], - wounds: 1 - }, - { name : "Adeptus Astra Telepathica", - aptitudes : ["Defence","Conviction"], - talents: ['Weapon Training (Las)', 'Weapon Training (Low-Tech)'], - skills : [['Awareness', 'Inquiry'], 'Common Lore (Adeptus Astra Telepathica)', 'Forbidden Lore (The Warp)', 'Linguistics (Low Gothic)', 'Psyniscience', ['Scrutiny', 'Intimidation'], 'Scholastic Lore (Psykers)'], - traits : [], - malignancies : [], - bonus : [ - { name : "The Constant Threat", desc : "When this character or an ally within a number of metres equal to half of this character’s Perception Characteristic Score triggers a roll on Table X-X: Psychic Phenomenon (see Page X), the Adeptus Astra Telepathica character can increase or decrease the result by an amount equal to their Willpower Bonus."}, - { name : "Sanctioned by Rite", desc : "If a character with the Adeptus Astra Telepathica background takes the Psyker Novice Advance during character creation, they also gain the Sanctioned Trait (see Page X). Note that this will result in them starting play as a Gamma Rank Psyker (see Page X)."} - ], - equipment : ['Las-Pistol', 'Staff with Mono Weapon Modification', 'Flak Cloak', ['Warding Idol', 'Psy Focus']], - restrictions : ['Human'], - wounds: 0 - }, - { name : "Adeptus Mechanicus", - aptitudes : ["Knowledge","Tech"], - talents: ['Mechadendrite Use (Utility)', 'Weapon Training (Solid Projectile)'], - skills : [['Awareness', 'Operate (Pick One)'], 'Common Lore (Adeptus Mechanicus)','Common Lore (Tech)', 'Linguistics (Techna-Lingua)', 'Linguistics (Low Gothic)', 'Logic', ['Security', 'Trade (Any One)'], 'Tech-Use'], - traits : ['Mechanicus Implants'], - malignancies : [], - bonus : { name : "Replace the Weak Flesh", desc : "An Adeptus Mechanicus character gains a +20 Bonus all Tests to Craft (see Page X) or Install (see Page X) Cybernetics." }, - equipment : [['Autogun', 'Hand-Cannon'], 'Combi-Tool', ['Monotask Servo-Skull', 'Optical Mechadendrite'], 'Imperial Robes', '2 Vials of Sacred Unguents', 'Scraps of Knowledge'], - restrictions : [], - wounds: 0 - }, - { name : "Adeptus Ministorum", - aptitudes : ["Leadership","Conviction "], - talents: [['Weapon Training (Flame)', 'Weapon Training (Solid Projectile)'], 'Weapon Training (Low-Tech)'], - skills : [['Charm', 'Interrogation'], ['Command', 'Intimidate'], 'Common Lore (Ecclesiarchy)', 'Common Lore (Imperial Creed)', 'Inquiry', 'Scrutiny', 'Linguistics (Low Gothic)', 'Linguistics (High Gothic)'], - traits : [], - malignancies : [], - bonus : { name : "Faith is All", desc : "When spending a Fate Point to Augment a Test, an Adeptus Ministorum character gains a +30 Bonus instead of a +20 Bonus. Additionally, when spending a Fate Point to Re-Roll a Test, an Adeptus Ministorum character gains a +15 Bonus instead of a +10 Bonus." }, - equipment : [[['Hand Flamer', 'Sword'], ['Warhammer', 'Stub Revolver']], ['Imperial Robes', 'Flak Vest'], 'Glow-Globe', 'Monotask Servo-Skull (Laud Hailer)', 'Sanctified Idol'], - restrictions : [], - wounds: 0 - }, - { name : "Commissariat", - aptitudes : ["Social","Leadership "], - talents: ['Weapon Training (Chain)', 'Weapon Training (Solid Projectile)'], - skills : [['Charm', 'Intimidate'], 'Command', ['Common Lore (Imperial Guard)', 'Common Lore (Imperial Navy)', 'Common Lore (Planetary Defence Force)'], ['Inquiry', 'Interrogation'], 'Linguistics (Imperial Codes)', 'Linguistics (High Gothic)', 'Linguistics (Low Gothic)', 'Scholastic Lore (Tactica)', 'Scrutiny'], - traits : [], - malignancies : [], - bonus : { name : "Stand and Fight!", desc : "Whenever a Commissariat Character successfully uses the Terrify Reaction Use of the Command Skill, they may Immediately use the Inspire use of the Command Skill as a Free Action, even if it is not their Turn. For the purposes of determining Modifiers to the Terrify Action’s Opposed Test, the Commissariat Acolyte is considered to have the Mundane Fear (2) Trait." }, - equipment : ['Hand-Cannon', 'Chainsword', 'Great-Cloak', 'Chrono', ['Laud Hailer', 'Microbead'], 'Magnoculars'], - restrictions : 'Human', - wounds: 0 - }, - { name : "Exorcised", - aptitudes : ["Defence","Knowledge"], - talents: ['Weapon Training (Solid Projectile)', 'Weapon Training (Chain)'], - skills : ['Awareness', ['Deceive', 'Inquiry'], 'Dodge', 'Forbidden Lore (Daemonology)', ['Intimidate', 'Scrutiny'], 'Linguistics (Low Gothic)', 'Scholastic Lore (Occult)'], - traits : [], - malignancies : ['An Exorcised character starts with one Malignancy or their choice, chosen from Table X-X: Malignancies (see page X).'], - bonus : { name : "Touched by a Daemon", desc : "An Exorcised character counts their Insanity Bonus as 2 higher for the purposes of avoiding Fear Tests (see Page X). They also gain a +30 Bonus on all Tests to resist Possession." }, - equipment : [['Auto-Pistol', 'Stub Revolver'], 'Shotgun', 'Chainblade', 'Imperial Robes', 'Nails of Benediction', 'Sanctified Idol'], - restrictions : [], - wounds: 0 - }, - { name : "Heretek", - aptitudes : ["Finesse","Tech"], - talents: ['Weapon Training (Solid Projectile)', 'Mechadendrite Use (Any One)'], - skills : [['Deceive', 'Inquiry'], 'Common Lore (Tech)', ['Forbidden Lore (Archeotech)', 'Forbidden Lore (Mutants)', 'Forbidden Lore (The Warp)', 'Forbidden Lore (Any One Xenos)'], 'Linguistics (Low Gothic)', 'Linguistics (Techna-Lingua)', ['Medicae', 'Security'], ['Scholastic Lore (Any One)', 'Trade (Any One)'], 'Tech-Use'], - traits : ['Mechanicus Implants'], - malignancies : ['An Exorcised character starts with one Malignancy or their choice, chosen from Table X-X: Malignancies (see page X).'], - bonus : { name : "Adept of Innovation", desc : "For the purpose of Trade Skill Tests made to Craft, a Heretek Acolyte increases their Degrees of Success by 1 on Successful Tests and reduces their Degrees of Failure on Failed Tests by 1 (Minimum 1)" }, - equipment : ['Stub Revolver', '4 Standard Clips', '2 Clips of Expander Rounds', '3 Photon Flash Grenades', 'Flak Cloak', 'Combi-Tool', 'Data-Slate'], - restrictions : ['Human', 'Ratling', 'Squat', 'Ghul'], - wounds: 0 - }, - { name : "Imperial Guard", - aptitudes : ["Fieldcraft","Leadership"], - talents: ['Weapon Training (Las)', 'Weapon Training (Low-Tech)'], - skills : ['Acrobatics', 'Athletics', ['Command', 'Intimidate'], 'Common Lore (Imperial Guard)', 'Linguistics (Imperial Codes)', 'Linguistics (Low Gothic)', ['Medicae', 'Operate (Surface)'], 'Navigate (Surface)'], - traits : [], - malignancies : [], - bonus : { name : "Hammer of the Emperor", desc : "When a Guardsman character is attacking a target that an ally has attacked since the end of the Guardsman’s last Turn, the Guardsman can re-roll any natural die results of 1 or 2 on Damage rolls." }, - equipment : [['Lasgun', ['Las-Pistol', 'Sword']], 'Combat Vest', 'Flak Armour', 'Grapnel and Line', ['12 Lho Sticks', '3 Doses of Recaff'], 'Micro-Bead'], - restrictions : [], - wounds: 1 - }, - { name : "Imperial Navy", - aptitudes : ["Offence","Tech "], - talents: [['Weapon Training (Chain)', 'Weapon Training (Shock)'], 'Weapon Training (Solid Projectile)'], - skills : [['Acrobatics', 'Athletics'], 'Command', 'Common Lore (Imperial Navy)', 'Common Lore (Imperium)', 'Linguistics (Imperial Codes)', 'Linguistics (Low Gothic)', ['Operate (Aeronautica)', 'Trade (Any One)'], 'Tech-Use'], - traits : [], - malignancies : [], - bonus : { name : "Close Quarter Discipline", desc : "An Imperial Navy character scores one additional degree of success on Successful Ballistic Skill Tests they make against targets at Point- Blank Range, at Short Range, and with whom they are engaged in melee." }, - equipment : [['Shotgun', 'Hand Cannon'], ['Chain-Sword', 'Shock Maul'], 'Flak Coat', 'Micro-Bead', ['3 Doses of Recaff', '6 Doses of Swill'], 'Respirator'], - restrictions : [], - wounds: 0 - }, - { name : "Legiones Skitarii", - aptitudes : ["Offence","Fieldcraft"], - talents: ['Weapon Training (Shock)', 'Weapon Training (Solid Projectile)'], - skills : ['Athletics', 'Awareness', 'Common Lore (Adeptus Mechanicus)', ['Common Lore (Tech)', 'Security'], ['Dodge', 'Parry'], 'Linguistics (Low Gothic)', 'Linguistics (Techna-Lingua)', 'Tech- Use'], - traits : [], - malignancies : [], - bonus : { name : "Strength of Steel", desc : "For the purposes of determining when their Characteristics are reduces by Fatigue (See Page X), a Skitarii Acolyte treats all of their Characteristic Bonuses as 1 higher. Also, Skitarii Characters do not suffer a -20 Penalty on Ballistic Skill Tests while Pinned, and gain a +20 Bonus on Tests to escape Pinning. Additionally, if the Skitarii Acolyte is Immune to Pinning for any reason, this +20 Bonus to escape Pinning becomes a +10 Bonus against on all Fear Tests." }, - equipment : ['Autogun', '4 Magazines', 'Shock Maul', 'Flak Cloak', 'Bionic Legs', 'Magnoculars', 'Respirator'], - restrictions : ['Human'], - wounds: 1 - }, - { name : "Merchant Guild", - aptitudes : ["Social","Knowledge"], - talents: ['Weapon Training (Shock)', 'Weapon Training (Solid Projectile)'], - skills : ['Charm', 'Commerce', 'Common Lore (Chartist Captains)', ['Deceive', 'Sleight of Hand'], ['Inquiry', 'Security'], 'Linguistics (Low Gothic)', 'Scrutiny'], - traits : [], - malignancies : [], - bonus : { name : "Born to Barter", desc : "A character with the Merchant Guild background can re-roll any Commerce or Acquisition Test, and can substitute their their Intelligence or Fellowship (character’s choice) Bonus for their Degrees of Success on Successful Commerce or Acquisition Tests." }, - equipment : ['Auto-Gun', 'Shock Maul', 'Flak Coat', 'Auto-Quill', 'Chrono', 'Data-Slate'], - restrictions : [], - wounds: 0 - }, - { name : "Mutant", - aptitudes : ["Fieldcraft","Offence"], - talents: ['Weapon Training (Low-Tech)', 'Weapon Training (Solid Projectile)'], - skills : [['Acrobatics', 'Athletics'], 'Awareness', 'Common Lore (Mutants)', ['Deceive', 'Intimidate'], 'Linguistics (Low Gothic)', 'Stealth', 'Survival'], - traits : [['Amphibious', 'Dark-Sight', 'Natural Weapons', 'Sonar Sense', 'Sturdy', 'Toxic (0)', 'Unnatural Agility (1)', 'Unnatural Strength (1)', 'Unnatural Toughness (1)']], - malignancies : ['A Mutant character gins with 10 Corruption Points. Instead of rolling as normal for a Malignancy or Mutation, the character starts with a mutation of their choice that would result from anywhere between a roll of 1 and 50 on Table X-X: Mutations (see Page X).'], - bonus : { name : "Twisted Flesh", desc : "A Mutant character may always choose to fail any Test associated with gaining Malignancy or Mutation. Whenever they would gain a Malignancy, they may instead roll on Table X-X : Mutations to gain a Mutation." }, - equipment : [[['Shotgun', 'Truncheon'], ['Stub Revolver', 'Great Weapon']], 'Heavy Leathers', 'Injector/Inhaler', '2 Doses of Stimm'], - restrictions : ['Human'], - wounds: 1 - }, - { name : "Outcast", - aptitudes : ["Fieldcraft","Social"], - talents: ['Weapon Training (Chain)', 'Weapon Training (Solid Projectile)'], - skills : [['Acrobatics', 'Sleight of Hand'], 'Common Lore (Underworld)', 'Deceive', 'Dodge', 'Linguistics (Low Gothic)', ['Security', 'Survival'], 'Stealth'], - traits : [], - malignancies : [], - bonus : { name : "Rugged Defiance", desc : "Unwilling to bend to any control other than their own, an Outcast may re-roll any failed Toughness or Willpower Test against any Mind-Affecting Ability, Psychic Power, or Drug at a -10 Penalty. This ability cannot be used to avoid re-roll Tests made to resist Psychic Bolts, Barrages, Beams, Blasts, or Storms." }, - equipment : [['Auto-Pistol', 'Hunting Rifle'], 'Chameleoline Cloak', 'Chain-Blade', 'Concealed Holster', 'Flak Coat', 'Security Kit'], - restrictions : [], - wounds: 1 - }, - { name : "Rogue Trader Fleet", - aptitudes : ["Finesse","Social"], - talents: [['Weapon Training (Las)', 'Weapon Training (Solid Projectile)'], 'Weapon Training (Shock)'], - skills : ['Awareness', ['Charm', 'Scrutiny'], ['Commerce', 'Command'], 'Common Lore (The Crimson Gulf)', 'Common Lore (Rogue Traders)', 'Deceive', 'Linguistics (Low Gothic)', 'Linguistics (One Xenos Language)'], - traits : [], - malignancies : [], - bonus : { name : "Face to the Unknown", desc : "A character from a Rogue Trader Fleet gains a +10 Bonus to Fear Tests. Additionally, they treat all Supernatural Fears caused by a Supernatural Fear Trait of Fear (2) or below as Mundane Fears." }, - equipment : ['1 Bottle of Amasec', 'Auspex', 'Chrono', 'Mesh Cloak', ['Las-Gun', 'Hunting Rifle'], 'Shock Maul'], - restrictions : [], - wounds: 0 - }, - { name : "Savage", - aptitudes : ["Offence","Fieldcraft"], - talents: ['Resistance (Any One)', 'Weapon Training (Low-Tech)'], - skills : ['Acrobatics', 'Athletics', 'Awareness', ['Dodge', 'Parry'], ['Intimidate', 'Stealth'], 'Linguistics (Low Gothic)', 'Survival'], - traits : [], - malignancies : [], - bonus : { name : "The Beast Beneath", desc : "At the start of their Turn, a Savage character may grant themselves the Unnatural Strength (2) or Unnatural Agility (2) Traits for one Round. If they already possess the Trait they wish to gain, they instead increase that Trait’s value by 2. At the start of their next Turn after using this ability, the Savage character gains one Level of Fatigue." }, - equipment : ['2 Bolas', '2 Doses of Dusk-Leaf', ['Great Weapon', ['Hunting Bow with Mono-Arrows', 'Sword']], 'Xenos Hide Vest'], - restrictions : [], - wounds: 1 - } -] - -const ROLES = [ - { name : "Ace", - aptitudes : ['Agility', 'Ballistic Skill', 'Finesse', 'Perception', ['Fieldcraft', 'Tech']], - talents : [['Hard Target', 'Hotshot Pilot']], - bonus : [{ name: "Right Stuff", desc: "An Ace Character may spend a Fate Point when failing an Operate Test or a Survival Test to control a Steed to reduce their Degrees of Failure by an amount equal to 1 plus half of their Base Agility Bonus. If this would reduce the Degrees of Failure to 0 or below, the Ace Instead succeeds on the Test with a number of degrees of success equal to half their Agility Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Assassin", - aptitudes : ['Agility', ['Ballistic Skill', 'Weapon Skill'], 'Fieldcraft', 'Finesse', 'Perception'], - talents : [['Ambush', 'Jaded']], - bonus : [{ name: "Sure Kill", desc: "When an assassin successfully hits with an Attack, they may spend a Fate Point to inflict additional damage Equal to their Degrees of Success on the Attack roll (Maximum +10 Damage). This additional damage only applies to the first hit the attack inflicts."}], - restrictions : [] - }, - { name : "Chirurgeon", - aptitudes : ['Fieldcraft', 'Intelligence', 'Knowledge', 'Perception', 'Willpower'], - talents : [['Aspiring Healer', 'Cease the Flow']], - bonus : [{ name: "Dedicated Healer", desc: "A Chirurgeon Character may spend a Fate Point when failing Medicae or Trade (Chymist) Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Intelligence Bonus. If this would reduce the Degrees of Failure to 0 or below, the Ace Instead succeeds on the Test with a number of degrees of success equal to half their Intelligence Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Crusader", - aptitudes : ['Conviction', 'Defence', 'Toughness', 'Weapon Skill', 'Willpower'], - talents : [['Bodyguard', 'Vanguard']], - bonus : [{ name: "Smite the Unholy", desc: "A Crusader Character may spend a Fate Point when failing a Fear Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Willpower Bonus. If this would reduce the Degrees of Failure to 0 or below, the Crusader Instead succeeds on the Test with a number of degrees of success equal to half their Willpower Bonus. This ability cannot be used on Tests with targets of 0 or below. In addition, whenever a Crusader hits with a melee attack against a target with the Fear (X) Trait, they inflict additional damage on each hit equal to the number in Parentheses (X)."}], - restrictions : [] - }, - { name : "Desperado", - aptitudes : ['Agility', 'Ballistic Skill', 'Defence', 'Fellowship', 'Finesse'], - talents : [['Hammer Blast', 'Quick Draw']], - bonus : [{ name: "The Quick and the Dead", desc: "Knowing when the time to act is upon them, a Desperado makes their move before any other. Whenever a Desperado Acolyte rolls for Initiative, if they roll a natural 7 or higher on their Initiative die, they may immediately take a Half Action of their choice before the first Round Begins. If a Desperado Acolyte instead rolls a natural 10 or chooses to spend a Fate Point to treat their Initiative as if they rolled a 10, they may instead make a Full Action or two Half Actions of their choice before the first Round begins instead. Note that these two Half Actions are considered to occur in the same turn, and as such are subject to Action Type restrictions, such as not being able to take two Attack Type Actions in the same Turn. A Desperado Character cannot use this Ability if they are Surprised, and this Ability does not confer any form of Surprise beyond that which a character already possesses."}], - restrictions : [] - }, - { name : "Fanatic", - aptitudes : ['Conviction', 'Offence', 'Toughness', 'Weapon Skill', 'Willpower'], - talents : [['Resistance (Psychic Powers)', 'Jaded']], - bonus : [{ name: "Death to All Who Opposed Me!", desc: "In their mission to destroy the God-Emperor’s enemies, a Fanatic can summon powers other warriors could only dream of. Whenever a Fanatic Acolyte successfully deals damage on an Attack (after accounting for reductions from Armour and Toughness), they may spend a Fate Point to treat the damaging hit as if it inflicted Righteous Fury. If the Fanatic uses this ability, they increase the Severity of the resulting Critical Effect by 1. Alternatively, a Fanatic may spend a Fate Point whenever they inflict Righteous Fury as the result of a Natural 10 to increase the Severity of the resulting Critical Effect by 2."}], - restrictions : [] - }, - { name : "Hierophant", - aptitudes : ['Fellowship', 'Offence', 'Social', 'Toughness', 'Willpower'], - talents : [['Cunning Orator', 'Hatred (any)']], - bonus : [{ name: "Sway the Masses", desc: "A Hierophant Character may spend a Fate Point when failing a Charm, Deceive, or Intimidate Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Willpower Bonus. If this would reduce the Degrees of Failure to 0 or below, the Hierophant Instead succeeds on the Test with a number of Degrees of Success equal to half their Willpower Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Infiltrator", - aptitudes : ['Agility', 'Finesse', 'Fieldcraft', 'Intelligence', 'Perception'], - talents : [['Leap Up', 'Fleet-Feet']], - bonus : [{ name: "Shadow in the Night", desc: "An Infiltrator Character may spend a Fate Point when failing a Security or Stealth Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Agility Bonus. If this would reduce the Degrees of Failure to 0 or below, the Infiltrator Instead succeeds on the Test with a number of degrees of success equal to half their Agility Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Mystic", - aptitudes : ['Conviction', 'Intelligence', 'Knowledge', 'Perception', 'Willpower'], - talents : [['Resistance (Psychic Powers)', 'Warp Sensees']], - bonus : [{ name: "Stare into the Warp", desc: "A Mystic character starts the game with the Psyker Beginner Advance. Practiced in the Dark Arts: Whenever a Mystic Character rolls on Table X-X: Perils of the Warp, they may spend a Fate Point to roll 6d10 instead of 1d100."}], - restrictions : ['Humans', 'Squats'] - }, - { name : "Penitent", - aptitudes : ['Conviction', 'Offence', 'Strength', 'Toughness', 'Willpower'], - talents : [['Inner Rage', 'Flagellant']], - bonus : [{ name: "Cleansing Pain", desc: "Whenever a Penitent character suffers 1 or more points of Damage (after reductions for Toughness and Armour), they gain a +10 Bonus to the first Test they make before the end of their next turn. If the Penitent Character spends a Fate Point upon the Activation of this Ability, they instead gain a +20 Bonus on all Tests they make until the end of their Next Turn."}], - restrictions : [] - }, - { name : "Sage", - aptitudes : ['Intelligence', 'Knowledge', 'Perception', 'Tech', 'Willpower'], - talents : [['Spark of Knowledge', 'Logical Deduction']], - bonus : [{ name: "Quest for Knowledge", desc: "A Sage Character may spend a Fate Point when failing a Logic or Lore Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Intelligence Bonus. If this would reduce the Degrees of Failure to 0 or below, the Sage Instead succeeds on the Test with a number of degrees of success equal to half their Intelligence Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Seeker", - aptitudes : ['Fellowship', 'Intelligence', 'Perception', 'Social', 'Tech'], - talents : [['Charming Demeanour', 'Keen Intuition']], - bonus : [{ name: "Right Stuff", desc: "A Seeker Character may spend a Fate Point when failing an Awareness or Inquiry Test to reduce their Degrees of Failure by an amount equal to 1 plus half of their Perception Bonus. If this would reduce the Degrees of Failure to 0 or below, the Seeker Instead succeeds on the Test with a number of degrees of success equal to half their Perception Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Tactician", - aptitudes : ['Fellowship', 'Intelligence', 'Knowledge', 'Leadership', 'Perception'], - talents : [['Commanding Presence', 'Shared Destiny']], - bonus : [{ name: "Tactical Expertise", desc: "A Tactician Character may spend a Fate Point when failing a Command Test or Test to activate a Stratagem to reduce their Degrees of Failure by an amount equal to 1 plus half of their Intelligence Bonus. If this would reduce the Degrees of Failure to 0 or below, the Tactician Instead succeeds on the Test with a number of degrees of success equal to half their Intelligence Bonus. This ability cannot be used on Tests with targets of 0 or below."}], - restrictions : [] - }, - { name : "Warrior", - aptitudes : ['Ballistic Skill', 'Defence', 'Offence', 'Strength', 'Weapon Skill'], - talents : [['Iron Jaw', 'Rapid Reload']], - bonus : [{ name: "Expert at Violence", desc: "After making a successful Attack Test, but before determining hits, a Warrior character may spend a Fate Point to substitute their Weapon Skill (for melee) or Ballistic Skill (for ranged) Bonus for the Degrees of Success scored on the Attack Test."}], - restrictions : [] - } -] - - - -var regex_genos = /(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)/ -var regex_homeworld = /(.*)\t(.*) or (.*)\t(.*): (.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)/ -var regex_background = /(.*)\t(.*) or (.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*): (.*)\t(.*)\t(.*)\t(.*)/ - -var homeworld_replace = '{ name : "$1", aptitudes : ["$2","$3"], bonus : { name : "$4", desc : "$5" }, characteristics : {$6 $7}, fate : $8, empBlessing : $9, wounds : $10}' -var background_replace = '{ name : "$1", aptitudes : ["$2","$3"], talents: [$4], skills : [$5], traits : [$6], malignancies : [$7], bonus : { name : "$8", desc : "$9" }, equipment : [$10], restrictions : $11, wounds: $12}' - diff --git a/ShadowbaneInquisition/Weapons.js b/ShadowbaneInquisition/Weapons.js deleted file mode 100644 index be1e17b5c8..0000000000 --- a/ShadowbaneInquisition/Weapons.js +++ /dev/null @@ -1,190 +0,0 @@ -const RANGED_WEAPONS = [ - {name: "Bolt Pistol", family: "Bolt", class:"Pistol", range: "30m", RoF: "S/2/-", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "8", reload: "Full", special: "Tearing", availability: "Very Rare (-30)", weight: "3.5", origin: "Imperium", notes: "-"}, - {name: "Boltgun", family: "Bolt", class:"Basic", range: "100m", RoF: "S/3/-", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "24", reload: "Full", special: "Tearing", availability: "Very Rare (-30)", weight: "7", origin: "Imperium", notes: "-"}, - {name: "Heavy Bolter", family: "Bolt", class:"Heavy", range: "150m", RoF: "-/-/6", damage: "1d10+8 ", type: "Explosive", pen: "5", clip: "60", reload: "Full", special: "Tearing", availability: "Very Rare (-30)", weight: "40", origin: "Imperium", notes: "-"}, - {name: "Storm Bolter", family: "Bolt", class:"Basic", range: "90m", RoF: "S/2/4", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "60", reload: "Full", special: "Storm, Tearing", availability: "Extremely Rare (-40)", weight: "9", origin: "Imperium", notes: "-"}, - {name: "Godwyn-De'az Bolt Pistol", family: "Bolt", class:"Pistol", range: "40m", RoF: "S/2/-", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "10", reload: "Full", special: "Reliable, Tearing", availability: "Extremely Rare (-40)", weight: "3", origin: "Imperium", notes: "Godwyn-De'az pattern bolt weapons are normally only available to Acolytes with the Adepta Sororitas background—those without it must provide a rationale to their GM when attempting to acquire these items."}, - {name: "Godwyn-De'az Bolter", family: "Bolt", class:"Basic", range: "90m", RoF: "S/2/-", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "30", reload: "Full", special: "Reliable, Tearing", availability: "Very Rare (-30)", weight: "6", origin: "Imperium", notes: "Godwyn-De'az pattern bolt weapons are normally only available to Acolytes with the Adepta Sororitas background—those without it must provide a rationale to their GM when attempting to acquire these items."}, - {name: "Godwyn-De'az Heavy Bolter", family: "Bolt", class:"Heavy", range: "140m", RoF: "-/-/6", damage: "1d10+8 ", type: "Explosive", pen: "5", clip: "80", reload: "Full", special: "Reliable, Tearing", availability: "Extremely Rare (-40)", weight: "35", origin: "Imperium", notes: "Godwyn-De'az pattern bolt weapons are normally only available to Acolytes with the Adepta Sororitas background—those without it must provide a rationale to their GM when attempting to acquire these items."}, - {name: "Godwyn-De'az Storm Bolter", family: "Bolt", class:"Basic", range: "80m", RoF: "S/2/4", damage: "1d10+5 ", type: "Explosive", pen: "4", clip: "60", reload: "Full", special: "Reliable, Storm, Tearing", availability: "Near Unique (-50)", weight: "8", origin: "Imperium", notes: "Godwyn-De'az pattern bolt weapons are normally only available to Acolytes with the Adepta Sororitas background—those without it must provide a rationale to their GM when attempting to acquire these items."}, - {name: "Psycannon", family: "Bolt", class:"Heavy", range: "120m", RoF: "-/2/5", damage: "2d10+5 ", type: "Explosive", pen: "5", clip: "40", reload: "3 Full", special: "Daemonbane, Reliable, Tearing", availability: "Near Unique (-50)", weight: "20", origin: "Imperium", notes: "Psycannons have integral suspensor technology, granting the wielder the Auto-Stabilised trait while in use, and are always of at least Good craftsmanship. They ignore all protective benefits granted by psychic powers and inflict +2 additional damage for every point of the wielder’s psy rating."}, - {name: "Cerberus Heavy Flamer, Magnus-Pattern", family: "Flame", class:"Heavy", range: "40m", RoF: "S/-/-", damage: "1d10+5 ", type: "Energy", pen: "3", clip: "6", reload: "2 Full", special: "Flame, Reliable, Spray, Vengeful (9)", availability: "Very Rare (-30)", weight: "50", origin: "Imperium", notes: "Its weight includes the backpack fuel supply."}, - {name: "Flamer", family: "Flame", class:"Basic", range: "20m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "2", clip: "6", reload: "2 Full", special: "Flame, Spray", availability: "Scarce (-10)", weight: "6", origin: "Imperium", notes: "-"}, - {name: "Gorgon Chemical Flamer, Magnus-Pattern", family: "Flame", class:"Basic", range: "20m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "2", clip: "6", reload: "2 Full", special: "Corrosive, Felling (1), Flame, Spray, Toxic (2)", availability: "Very Rare (-30)", weight: "8", origin: "Imperium", notes: "Its specialised design prevents the use of other types of Flame weapon ammunition."}, - {name: "Hand Flamer", family: "Flame", class:"Pistol", range: "10m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "2", clip: "2", reload: "2 Full", special: "Flame, Spray", availability: "Rare (-20)", weight: "3.5", origin: "Imperium", notes: "-"}, - {name: "Heavy Flamer", family: "Flame", class:"Heavy", range: "30m", RoF: "S/-/-", damage: "1d10+5 ", type: "Energy", pen: "4", clip: "10", reload: "2 Full", special: "Flame, Spray", availability: "Rare (-20)", weight: "45", origin: "Imperium", notes: "-"}, - {name: "Hydra Flamer Array, Magnus-Pattern", family: "Flame", class:"Basic", range: "8m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "2", clip: "10", reload: "2 Full", special: "Flame, Proven (3), Spray", availability: "Very Rare (-30)", weight: "10", origin: "Imperium", notes: "When a character fires a Hydra Flamer Array, he gains the Fear (1) trait until the end of the encounter. The Hydra’s Spray quality affects a 90° cone, rather than the usual 30° arc for weapons with this quality Its weight includes the backpack fuel supply."}, - {name: "Incinerator", family: "Flame", class:"Basic", range: "30m", RoF: "S/-/-", damage: "1d10+6 ", type: "Energy", pen: "6", clip: "10", reload: "2 Full", special: "Daemonbane, Flame, Spray", availability: "Extremely Rare (-40)", weight: "3", origin: "Imperium", notes: "An Incinerator ignores any protective benefits granted by psychic powers, and targets in its area of effect suffer a –10 penalty on Agility tests to avoid the flames for each point of the wielder’s psy rating."}, - {name: "Grenade Launcher", family: "Launcher", class:"Basic", range: "60m", RoF: "S/-/-", damage: "*", type: "*", pen: "*", clip: "6", reload: "2 Full", special: "*", availability: "Average (+0)", weight: "12", origin: "Imperium", notes: "The grenade launcher uses grenades as its ammo (see page 157). When the character reloads the grenade launcher, he can choose any six grenades of the same type to load into the grenade launcher. For the next attacks before reloading again, the damage, penetration, and special sections of the grenade launcher’s profile use the stats from the profile for the chosen type of grenade.\n* The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used."}, - {name: "Missile Launcher", family: "Launcher", class:"Heavy", range: "300m", RoF: "S/-/-", damage: "*", type: "*", pen: "*", clip: "1", reload: "Full", special: "*", availability: "Rare (-20)", weight: "35", origin: "Imperium", notes: "* The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used."}, - {name: "Laspistol", family: "Las", class:"Pistol", range: "30m", RoF: "S/2/-", damage: "1d10+2 ", type: "Energy", pen: "0", clip: "30", reload: "Half", special: "Reliable", availability: "Common (+10)", weight: "1.5", origin: "Imperium", notes: "-"}, - {name: "Lasgun", family: "Las", class:"Basic", range: "100m", RoF: "S/3/5", damage: "1d10+3 ", type: "Energy", pen: "0", clip: "60", reload: "Full", special: "Reliable", availability: "Common (+10)", weight: "4", origin: "Imperium", notes: "-"}, - {name: "Laslock", family: "Las", class:"Basic", range: "70m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "0", clip: "1", reload: "Half", special: "Unreliable", availability: "Plentiful (+20)", weight: "4", origin: "Imperium", notes: "-"}, - {name: "Long Las", family: "Las", class:"Basic", range: "150m", RoF: "S/-/-", damage: "1d10+3 ", type: "Energy", pen: "1", clip: "40", reload: "Full", special: "Accurate, Felling (4), Reliable", availability: "Scarce (-10)", weight: "4.5", origin: "Imperium", notes: "-"}, - {name: "Hot-shot Laspistol", family: "Las", class:"Pistol", range: "20m", RoF: "S/2/-", damage: "1d10+4 ", type: "Energy", pen: "7", clip: "40", reload: "2 Full", special: "-", availability: "Rare (-20)", weight: "4", origin: "Imperium", notes: "-"}, - {name: "Hot-shot Lasgun", family: "Las", class:"Basic", range: "60m", RoF: "S/3/-", damage: "1d10+4 ", type: "Energy", pen: "7", clip: "30", reload: "2 Full", special: "-", availability: "Rare (-20)", weight: "6", origin: "Imperium", notes: "-"}, - {name: "Arquebus", family: "Low-Tech", class:"Basic", range: "45m", RoF: "S/-/-", damage: "2d10 ", type: "Impact", pen: "2", clip: "1", reload: "2 Full", special: "Concussive (1), Inaccurate, Unreliable", availability: "Common (+10)", weight: "8", origin: "Imperium", notes: "If a character with a Strength bonus of 3 or less uses this weapon, it counts as a Heavy weapon instead of Basic weapon. When ired, an arquebus also creates a cloud with the Smoke (1) quality centred on the irer that lasts for 1d5-1 rounds."}, - {name: "Bolas", family: "Low-Tech", class:"Thrown", range: "10m", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Inaccurate, Snare (1)", availability: "Average (+0)", weight: "1.5", origin: "Imperium", notes: "-"}, - {name: "Bow", family: "Low-Tech", class:"Basic", range: "30m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "1", reload: "Half", special: "Primitive (6), Reliable", availability: "Common (+10)", weight: "2", origin: "Imperium", notes: "-"}, - {name: "Crossbow", family: "Low-Tech", class:"Basic", range: "30m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "1", reload: "2 Full", special: "Primitive (7)", availability: "Common (+10)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Castigator Heavy Crossbow, Selvanus-Pattern", family: "Low-Tech", class:"Heavy", range: "70m", RoF: "S/-/-", damage: "1d10+6 ", type: "Impact", pen: "1", clip: "14", reload: "2 Full", special: "Concussive (2), Reliable", availability: "Scarce (-10)", weight: "12", origin: "Imperium", notes: "Whenever a Castigator inlicts damage (after reductions for Armour and Toughness bonus) on a target that has the Size trait with a value of 5 or lower, that target is knocked Prone. * The damage, penetration, and special qualities of these weapons are dependent upon the ammunition used."}, - {name: "Deliverance Light Crossbow *", family: "Low-Tech", class:"Pistol", range: "15m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "1", reload: "Half", special: "Primitive (7)", availability: "Rare (-20)", weight: "1kg", origin: "Imperium", notes: "If given a forearm weapon mounting, the Deliverance’s range is not reduced. Tests to ind a concealed Deliverance sufer a –20 penalty, and it counts as having a built-in silencer (see page 164 of the Dark Heresy Core Rulebook). * The damage, penetration, and special qualities of these weapons are dependent upon the ammunition used."}, - {name: "Drake's Claw Launcher", family: "Low-Tech", class:"Heavy", range: "200m", RoF: "S/-/-", damage: "1d10+2 ", type: "Explosive", pen: "2", clip: "1", reload: "-", special: "Blast (3), Crippling (1), Inaccurate, Primitive (7), Tearing", availability: "Rare (-20)", weight: "6", origin: "Imperium", notes: "This rocket is a single use item and cannot be reloaded. The direct damage is minimal, but as Drake discovered, the payload breaks into viciously lethal splinters that are horrific to remove."}, - {name: "Flintlock Pistol", family: "Low-Tech", class:"Pistol", range: "15m", RoF: "S/-/-", damage: "1d10+2 ", type: "Impact", pen: "0", clip: "1", reload: "2 Full", special: "Inaccurate, Primitive (8), Unreliable", availability: "Common (+10)", weight: "3", origin: "Imperium", notes: "This pistol counts as a truncheon when used in melee combat."}, - {name: "Longflame Launcher", family: "Low-Tech", class:"Heavy", range: "200m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "1", reload: "-", special: "Blast (4), Flame, Inaccurate, Primitive (8)", availability: "Rare (-20)", weight: "6", origin: "Imperium", notes: "This rocket is a single use item and cannot be reloaded."}, - {name: "Musket", family: "Low-Tech", class:"Basic", range: "30m", RoF: "S/-/-", damage: "1d10+3 ", type: "Impact", pen: "0", clip: "1", reload: "2 Full", special: "Inaccurate, Primitive (8), Unreliable", availability: "Common (+10)", weight: "7", origin: "Imperium", notes: "A musket counts as a staf when used in melee combat."}, - {name: "Snapper Repeating Rifle", family: "Low-Tech", class:"Basic", range: "50m", RoF: "S/2/-", damage: "1d10+3 ", type: "Impact", pen: "0", clip: "8", reload: "2 Full", special: "Inaccurate, Overheats, Primitive (8), Unreliable", availability: "Very Rare (-30)", weight: "45", origin: "Imperium", notes: "If a Snapper’s wielder uses it as an improvised melee weapon and scores two or more degrees of failure on the Weapon Skill test, its mechanisms snap and it is damaged."}, - {name: "Inferno Pistol", family: "Melta", class:"Pistol", range: "10m", RoF: "S/-/-", damage: "2d10+10 ", type: "Energy", pen: "12", clip: "3", reload: "Full", special: "Melta", availability: "Near Unique (-50)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Meltagun", family: "Melta", class:"Basic", range: "20m", RoF: "S/-/-", damage: "2d10+10 ", type: "Energy", pen: "12", clip: "5", reload: "Full", special: "Melta", availability: "Very Rare (-30)", weight: "15", origin: "Imperium", notes: "-"}, - {name: "Plasma Pistol", family: "Plasma", class:"Pistol", range: "30m", RoF: "S/2/-", damage: "1d10+6 ", type: "Energy", pen: "6", clip: "10", reload: "3 Full", special: "Maximal, Overheats", availability: "Very Rare (-30)", weight: "4", origin: "Imperium", notes: "-"}, - {name: "Plasma Gun", family: "Plasma", class:"Basic", range: "90m", RoF: "S/2/-", damage: "1d10+7 ", type: "Energy", pen: "6", clip: "40", reload: "5 Full", special: "Maximal, Overheats", availability: "Very Rare (-30)", weight: "18", origin: "Imperium", notes: "-"}, - {name: "Sentinel Plasma Rifle, Selvanus-Pattern", family: "Plasma", class:"Basic", range: "120m", RoF: "S/5/10", damage: "1d10+5 ", type: "Energy", pen: "3", clip: "40", reload: "Full", special: "Reliable", availability: "Extremely Rare (-40)", weight: "20", origin: "Imperium", notes: "-"}, - {name: "Autopistol", family: "Solid Projectile", class:"Pistol", range: "30m", RoF: "S/-/6", damage: "1d10+2 ", type: "Impact", pen: "0", clip: "18", reload: "Full", special: "-", availability: "Average (+0)", weight: "1.5", origin: "Imperium", notes: "-"}, - {name: "Autogun", family: "Solid Projectile", class:"Basic", range: "100m", RoF: "S/3/10", damage: "1d10+3 ", type: "Impact", pen: "0", clip: "30", reload: "Full", special: "-", availability: "Average (+0)", weight: "5", origin: "Imperium", notes: "-"}, - {name: "Autocannon", family: "Solid Projectile", class:"Heavy", range: "300m", RoF: "S/3/-", damage: "3d10+8 ", type: "Impact", pen: "6", clip: "24", reload: "2 Full", special: "Reliable", availability: "Very Rare (-30)", weight: "40", origin: "Imperium", notes: "-"}, - {name: "Hand Cannon", family: "Solid Projectile", class:"Pistol", range: "35m", RoF: "S/-/-", damage: "1d10+4 ", type: "Impact", pen: "2", clip: "5", reload: "2 Full", special: "-", availability: "Scarce (-10)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Heavy Stubber", family: "Solid Projectile", class:"Heavy", range: "100m", RoF: "-/-/8", damage: "1d10+4 ", type: "Impact", pen: "3", clip: "80", reload: "2 Full", special: "-", availability: "Scarce (-10)", weight: "30", origin: "Imperium", notes: "-"}, - {name: "Shotgun Basic", family: "Solid Projectile", class:"Basic", range: "30m", RoF: "S/-/-", damage: "1d10+4 ", type: "Impact", pen: "0", clip: "8", reload: "2 Full", special: "Scatter", availability: "Average (+0)", weight: "5", origin: "Imperium", notes: "-"}, - {name: "Shotgun (Combat)", family: "Solid Projectile", class:"Basic", range: "30m", RoF: "S/3/-", damage: "1d10+4 ", type: "Impact", pen: "0", clip: "18", reload: "Full", special: "Scatter", availability: "Scarce (-10)", weight: "6.5", origin: "Imperium", notes: "-"}, - {name: "Sniper Rifle Basic", family: "Solid Projectile", class:"Basic", range: "200m", RoF: "S/-/-", damage: "1d10+4 ", type: "Impact", pen: "3", clip: "20", reload: "Full", special: "Accurate, Reliable", availability: "Scarce (-10)", weight: "5", origin: "Imperium", notes: "-"}, - {name: "Stub Automatic", family: "Solid Projectile", class:"Pistol", range: "30m", RoF: "S/3/-", damage: "1d10+3 ", type: "Impact", pen: "0", clip: "9", reload: "Full", special: "-", availability: "Average (+0)", weight: "1.5", origin: "Imperium", notes: "-"}, - {name: "Stub Revolver", family: "Solid Projectile", class:"Pistol", range: "30m", RoF: "S/-/-", damage: "1d10+3 ", type: "Impact", pen: "0", clip: "6", reload: "2 Full", special: "Reliable", availability: "Plentiful (+20)", weight: "1.5", origin: "Imperium", notes: "-"}, - {name: "Condemnor", family: "Exotic", class:"Basic", range: "100m", RoF: "S/-/-", damage: "1d10+4 ", type: "Rending", pen: "2", clip: "1", reload: "2 Full", special: "Accurate, Reliable", availability: "Rare (-20)", weight: "8", origin: "Imperium", notes: "It combines a boltgun with a single-shot crossbow armature that can be loaded with a variety of bolts, and between the two deadly ammunitions, surely no heretic can survive.* The damage, penetration, and special qualities of these weapons are dependent upon the ammunition used."}, - {name: "Grav Pistol", family: "Exotic", class:"Pistol", range: "15m", RoF: "S/-/-", damage: "1d10+3 ", type: "Impact", pen: "6", clip: "6", reload: "Full", special: "Concussive (1), Graviton", availability: "Near Unique (-50)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Graviton Gun", family: "Exotic", class:"Basic", range: "30m", RoF: "S/3/-", damage: "1d10+6 ", type: "Impact", pen: "8", clip: "9", reload: "2 Full", special: "Concussive (2), Graviton", availability: "Extremely Rare (-40)", weight: "6", origin: "Imperium", notes: "-"}, - {name: "Hellrifle", family: "Exotic", class:"Basic", range: "300m", RoF: "S/-/-", damage: "1d10+4 ", type: "Rending", pen: "4", clip: "-", reload: "-", special: "Felling (2)", availability: "Very Rare (-30)", weight: "10", origin: "Imperium", notes: "-"}, - {name: "Needle Pistol", family: "Exotic", class:"Pistol", range: "30m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "6", reload: "Full", special: "Accurate, Felling (1), Toxic (5)", availability: "Very Rare (-30)", weight: "1.5", origin: "Imperium", notes: "Needle weapons count as having a built-in silencer (see page 164)."}, - {name: "Needle Rifle", family: "Exotic", class:"Basic", range: "180m", RoF: "S/-/-", damage: "1d10 ", type: "Rending", pen: "0", clip: "6", reload: "2 Full", special: "Accurate, Felling (1), Toxic (5)", availability: "Very Rare (-30)", weight: "2", origin: "Imperium", notes: "Needle weapons count as having a built-in silencer (see page 164)."}, - {name: "Purgatus Crossbow *", family: "Exotic", class:"Basic", range: "50m", RoF: "S/-/-", damage: "1d10+5 ", type: "Impact", pen: "0", clip: "5", reload: "2 Full", special: "Reliable", availability: "Rare (-20)", weight: "16", origin: "Imperium", notes: "The Purgatus can use any type of shotgun and crossbow ammunition, as well as its own Purgatus Stakes (see page 47). * The damage, penetration, and special qualities of these weapons are dependent upon the ammunition used."}, - {name: "Silverseine Launcher", family: "Exotic", class:"Heavy", range: "60m", RoF: "S/-/-", damage: "1d10 ", type: "Impact", pen: "0", clip: "1", reload: "2 Full", special: "Blast (4), Reliable, Sanctified, Snare (2)", availability: "Very Rare (-30)", weight: "25kg", origin: "Imperium", notes: "Silverseine launchers double their Snare value against characters with the Daemonic trait. Any such adversary trapped in a silverseine net must also test for Warp Instability at the start of each round."}, - {name: "Web pistol", family: "Exotic", class:"Pistol", range: "30m", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "Full", special: "Snare", availability: "Very Rare (-30)", weight: "3.5", origin: "Imperium", notes: "Once entangled, few can escape from the constricting threads. The filaments becomes brittle and dissolve away after 1d5 hours."}, - {name: "Webber", family: "Exotic", class:"Basic", range: "50m", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "Full", special: "Blast (5), Snare (1)", availability: "Rare (-20)", weight: "8", origin: "Imperium", notes: "Once entangled, few can escape from the constricting threads. The filaments becomes brittle and dissolve away after 1d5 hours."}, - {name: "Abyssal Charge", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+4 ", type: "Explosive", pen: "4", clip: "1", reload: "-", special: "Blast (3), Crippling (2), Tainted", availability: "Extremely Rare (-40)", weight: "0.5 kg", origin: "Imperial", notes: "-"}, - {name: "Argent Globe", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "2d10 ", type: "Explosive", pen: "2", clip: "1", reload: "-", special: "Blast (3), Crippling (3) *, Sanctified", availability: "Extremely Rare (-40)", weight: "0.5 kg", origin: "Imperial", notes: "*Only against targets with the Daemonic trait."}, - {name: "Akvran Cutter", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "2d10 ", type: "Energy", pen: "6", clip: "1", reload: "-", special: "Blast (3), Concussive (3), Proven (4)", availability: "Extremely Rare (-40)", weight: "1 kg", origin: "Imperial", notes: "* This grenade hails from the Artefacts of the Lost Races under the section Xenos Armoury."}, - {name: "Blind Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Smoke (2)", availability: "Scarce (-10)", weight: "0.5 kg", origin: "Imperial", notes: "Blind explosives detonate with a burst of dense smoke, IR bafflers, and broadband EM-spectrum chaff, all of which is designed to block detection through the cloud. Sensors and vision that would pierce normal smoke cannot see through haze thus created."}, - {name: "Choke Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "Special", type: "Special", pen: "0", clip: "1", reload: "-", special: "Blast (3)", availability: "Scarce (-10)", weight: "0.5 kg", origin: "Imperial", notes: "Characters within the radius of the choke gas must make a Toughness test each turn; failure inflicts one level of Fatigue. Four or more degrees of failure indicates serious harm, and the character suffers a 1d10 Toughness damage. The gas lasts for 2d5 rounds, or less in adverse weather conditions."}, - {name: "Eldar Plasma Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+8 ", type: "Energy", pen: "8", clip: "1", reload: "-", special: "Blast (4), Shocking", availability: "Very Rare (-30)", weight: "0.5 kg", origin: "Imperial", notes: "* This grenade hails from the Eldar Artistry under the section Xenos Armoury."}, - {name: "Graviton Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+7 ", type: "Impact", pen: "7", clip: "1", reload: "-", special: "Blast (3), Concussive (3), Graviton", availability: "Near Unique (-50)", weight: "1 kg", origin: "Imperial", notes: "* This grenade hails from the Armoury Imperialis under the section Xenos Armoury."}, - {name: "Fire Bomb", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+2 ", type: "Energy", pen: "0", clip: "1", reload: "-", special: "Blast (2), Flame", availability: "Plentiful (+20)", weight: "0.5 kg", origin: "Imperial", notes: "Fire bombs take a Half Action to ready before use, and cannot be loaded into launcher weapons."}, - {name: "Frag Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "2d10 ", type: "Rending", pen: "0", clip: "1", reload: "-", special: "Blast (3)", availability: "Common (+10)", weight: "0.5 kg", origin: "Imperial", notes: "-"}, - {name: "Frag Missile", family: "Grenade/Msl", class:"Missile", range: "-", RoF: "-", damage: "2d10+2 ", type: "Explosive", pen: "2", clip: "-", reload: "-", special: "Blast (5)", availability: "Average (+0)", weight: "1 kg", origin: "Imperial", notes: "-"}, - {name: "Hallucinogen Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Blast (6), Hallucinogenic (2)", availability: "Scarce (-10)", weight: "0.5kg", origin: "Imperial", notes: "-"}, - {name: "Havatian Ringblade (Ranged)", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+6 ", type: "Explosive", pen: "6", clip: "1", reload: "-", special: "Blast (2), Corrosive", availability: "Extremely Rare (-40)", weight: "1 kg", origin: "Artefacts of Lost Races", notes: "A character may use a Havatian ringblade as a melee weapon or as a grenade. If used as a grenade, it explodes on impact and is destroyed.* This grenade hails from the Artefacts of the Lost Races under the section Xenos Armoury."}, - {name: "Haywire Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Haywire (2)", availability: "Very Rare (-30)", weight: "0.5 kg", origin: "Imperial", notes: "-"}, - {name: "Ironfaith Incense Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10 ", type: "Explosive", pen: "0", clip: "1", reload: "-", special: "Daemonbane, Sanctified, Smoke (3)", availability: "Rare (-20)", weight: "0.5 kg", origin: "Imperial", notes: "Whenever a character suffers a hit from this grenade, enters its smoke, or begins his turn within the smoke, he suffers Energy damage equal to his Corruption bonus or his Daemonic (X) trait (whichever is higher), ignoring armour and Toughness bonus."}, - {name: "Krak Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "2d10+4 ", type: "Explosive", pen: "6", clip: "1", reload: "-", special: "Concussive, Blast (0)", availability: "Rare (-20)", weight: "0.5 kg", origin: "Imperial", notes: "Krak weapons gain the Vengeful (9) quality when used against vehicles."}, - {name: "Krak Missile", family: "Grenade/Msl", class:"Missile", range: "-", RoF: "-", damage: "3d10+8 ", type: "Explosive", pen: "8", clip: "-", reload: "-", special: "Concussive (3), Proven (2), Blast (0)", availability: "Rare (-20)", weight: "1 kg", origin: "Imperial", notes: "Krak weapons gain the Vengeful (9) quality when used against vehicles."}, - {name: "Kyaire Riveblade Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+6 ", type: "Rending", pen: "10", clip: "-", reload: "-", special: "Razor Sharp", availability: "Very Rare (-30)", weight: "1 kg", origin: "Imperial", notes: "-"}, - {name: "Melta Bomb", family: "Grenade/Msl", class:"-", range: "-", RoF: "-", damage: "6d10 ", type: "Energy", pen: "12", clip: "1", reload: "-", special: "Blast (2), Flame, Melta", availability: "Very Rare (-30)", weight: "12 kg", origin: "Imperial", notes: "Melta bombs cannot be used with launcher weapons and cannot be thrown."}, - {name: "Photon Flash Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Blast (6)", availability: "Rare (-20)", weight: "0.5 kg", origin: "Imperial", notes: "Any character within the blast radius of a photon flash grenade when it detonates must succeed on an Ordinary (+10) Agility test or be blinded for a number of rounds equal to his degrees of failure."}, - {name: "Photon Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "-", clip: "-", reload: "-", special: "Blast (12)", availability: "Very Rare (-30)", weight: "0.5", origin: "Kroot Hunting Gear", notes: "A character within the blast radius of a photon grenade that detonates who lacks eye protection must make a Challenging (+0) Agility test or be blinded for a number of rounds equal to his degrees of failure.\n* This grenade hails from the Kroot Hunting Gear under the section Xenos Armoury."}, - {name: "Psychotroke Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "-", clip: "1", reload: "-", special: "Blast (3), Hallucinogenic (4)", availability: "Rare (-20)", weight: "1", origin: "Imperial", notes: "Respirators and sealed armour grant no bonuses against these grenades. For every degree of failure on a Toughness test to resist the grenade’s efects, add +1 to the roll (to a maximum of 10) on Table 5–3: Hallucinogen Effects from page 146 of the Dark Heresy Core Rulebook."}, - {name: "Psyk-Out Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10 ", type: "Explosive", pen: "0", clip: "1", reload: "-", special: "Blast (3), Smoke (3)", availability: "Extremely Rare (-40)", weight: "1", origin: "Imperial", notes: "Any psyker caught within the grenade’s blast radius, or who enters the cloud created by its Smoke quality before it dissipates (1d5 rounds), must take a Very Hard (–30) Willpower test or have his psy rating temporarily reduced by 1 for every degree of failure. If a psyker fails the test by two or more degrees of failure, he must also immediately roll on Table 6–2: Psychic Phenomena (see page 196 of the DARK HERESY Core Rulebook). Every six hours, a psyker automatically recovers 1 point of psy rating lost this way. Additionally, any attempt to manifest a psychic power from within the cloud automatically fails."}, - {name: "Rad Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10 ", type: "Explosive", pen: "0", clip: "1", reload: "-", special: "Blast (2)", availability: "Very Rare (-30)", weight: "1", origin: "Imperial", notes: "When a character is struck by an attack from this weapon (whether or not he suffers damage), he must immediately make a Hard (–20) Toughness test or suffer 2d10 Toughness damage."}, - {name: "Smoke Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Smoke (4)", availability: "Common (+10)", weight: "0.5", origin: "Imperial", notes: "-"}, - {name: "Spore Bomb", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "-", clip: "1", reload: "-", special: "Blast (5)", availability: "Very Rare (-30)", weight: "2", origin: "Imperial", notes: "Any character within the blast radius of a spore bomb suffers the effects described under mind-mould (see page 403 of the Dark Heresy 2 Core Rulebook)."}, - {name: "Stikkbomb", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "2d10+5 ", type: "Explosive", pen: "2", clip: "1", reload: "-", special: "Blast (2), Unreliable", availability: "Rare (-20)", weight: "2", origin: "Orky Know-Whats", notes: "A stikkbomb counts as a truncheon when used in melee combat. If a character fails a Weapon Skill test to use it this way with 3 or more degrees of failure on the test, the stikkbomb immediately detonates.\n* When used by an Ork, this weapon loses the Unreliable special quality.\n** This grenade hails from the Orky Know-Whats under the section Xenos Armoury."}, - {name: "Stun Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Blast (3), Concussive (2)", availability: "Common (+10)", weight: "0.5", origin: "Imperial", notes: "-"}, - {name: "Tears of the Emperor", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10 ", type: "Explosive", pen: "0", clip: "1", reload: "-", special: "Blast (2), Sanctified", availability: "Near Unique (-50)", weight: "-", origin: "Imperial", notes: "When a psyker is struck by an attack from this weapon, he must immediately roll on Table 6–3: Perils of the Warp (see page 197 of the Dark Heresy 2 Core Rulebook). When a creature with the Daemonic trait is struck by this weapon, it gains the Warp Instability trait until the end of the encounter. If it already has this trait, it suffers a –20 penalty to the tests it makes for this trait until the end of the encounter"}, - {name: "Web Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "-", type: "-", pen: "0", clip: "1", reload: "-", special: "Blast (3), Snare (2)", availability: "Rare (-20)", weight: "0.5", origin: "Imperial", notes: "Web grenades use the same ensnaring filament-filled gel as webber weapons, and can entangle masses of targets in moments when they detonate. Web filaments becomes brittle and dissolve away after 1d5 hours."}, - {name: "Whitefire Grenade", family: "Grenade/Msl", class:"Thrown", range: "SBx3", RoF: "S/-/-", damage: "1d10+4 ", type: "Explosive", pen: "3", clip: "1", reload: "-", special: "Blast (3), Corrosive, Flame, Smoke (5), Toxic (2)", availability: "Extremely Rare (-40)", weight: "1", origin: "Imperial", notes: "Whenever a character begins his turn in the cloud of smoke created by the Smoke quality of the grenade, he suffers a single automatic hit that inflicts 1d10 Impact damage with the Corrosive and Toxic (2) qualities and must test for suffocation (see page 243 of the Dark Heresy Core Rulebook)."}, - {name: "Digi-Weapon", family: "Xenos", class:"Pistol", range: "3m", RoF: "S/-/-", damage: "1d10+2 ", type: "Energy", pen: "0", clip: "1", reload: "-", special: "Reliable", availability: "Near Unique (-50)", weight: "0.5", origin: "Imperial", notes: "This is only an example of the most common digi-weapon, which incorporates the profile of a laspistol. Other digi-weapon types can include ones incorporating the profile of a flamer, grav pistol, inferno pistol, needle pistol, plasma pistol, or others at the GM’s discretion, by using that weapon’s damage, penetration, and weapon qualities. The rate of fire, range, and clip size are always set to the values listed here, no matter the weapon’s normal values. Digi-weapons are worn as rings and do not prevent the hand from performing other tasks. They take one hour to recharge between shots, cannot be modified, and always have an Availability of Near Unique."}, - {name: "Firesprite Needler", family: "Xenos", class:"Pistol", range: "30m", RoF: "-/4/8", damage: "1d10+2 ", type: "Energy", pen: "2", clip: "16", reload: "2 Full", special: "Inaccurate, Toxic (2)", availability: "Extremely Rare (-40)", weight: "1.5", origin: "Imperial", notes: "The firesprite needler has the Compact, Forearm Weapon Mounting, and Silencer modifications (see pages 162–164 of the Dark Heresy 2 Core Rulebook)."}, - {name: "Holo-Spectus", family: "Xenos", class:"Pistol", range: "600m", RoF: "S/-/-", damage: "-", type: "-", pen: "-", clip: "1", reload: "-", special: "-", availability: "Very Rare (-30)", weight: "6", origin: "Imperial", notes: "Successfully firing a holo-spectus into the air requires a Challenging (+0) Tech-Use test, after which the user gains a visual representation of the area below the hovering pict-recorder out for several kilometres. The control interface allows the Acolyte to zoom and highlight parts of the holographic display, and turning on the spot causes the recorder above to turn, allowing the Acolyte to survey the area around him in great detail, which grants a +20 bonus to Navigate (Surface), Survival (Tracking), and Scrutiny tests. The recorder can stay airborne for 5 hours before its power cell is exhausted. With a simple flick of a switch, the recorder zeroes in on the base unit and returns to the launcher in a matter of seconds."}, - {name: "Integration Cannon", family: "Xenos", class:"Heavy", range: "100m", RoF: "S/-/-", damage: "4d10+4 ", type: "Impact", pen: "8", clip: "6", reload: "3 Full", special: "Blast (5), Concussive 0, Inaccurate", availability: "Near Unique (-50)", weight: "65", origin: "Imperial", notes: "After being fired, the cannon creates a gravitic anomaly within the area of its Blast quality that persists for 1d5 rounds. Whenever a character begins his turn in this area, he must make a Hard (–20) Dodge (Strength) test. If he fails, he is Immobilized until the end of his turn and suffers a single automatic hit to a randomly determined location for 4d10+4 Impact damage with penetration 8."}, - {name: "Quillgun, Binary Pattern", family: "Xenos", class:"Basic", range: "120m", RoF: "S/-/-", damage: "*", type: "*", pen: "*", clip: "3", reload: "Full", special: "*", availability: "Very Rare (-30)", weight: "6", origin: "Imperial", notes: "When Acquired, the quillgun comes with one clip each of Ataractic and Venenum rounds, the only types of ammunition it can use. The weapon has the Silencer modification.* These attributes and additional special qualities are dependent on ammunition type."}, - {name: "Quillgun (Atarctic ammo)", family: "Xenos", class:"-", range: "-", RoF: "-", damage: "-", type: "-", pen: "0", clip: "-", reload: "-", special: "Concussive (5), Reliable", availability: "Very Rare (-30)", weight: "-", origin: "Imperial", notes: "-"}, - {name: "Quillgun (Venenum ammo)", family: "Xenos", class:"-", range: "-", RoF: "-", damage: "1d10+1 ", type: "Impact", pen: "3", clip: "-", reload: "-", special: "Reliable, Toxic (4)", availability: "Scarce (-10)", weight: "-", origin: "Imperial", notes: "-"}, - {name: "Shardcarbine", family: "Xenos", class:"Basic", range: "60m", RoF: "S/3/5", damage: "1d10+2 ", type: "Rending", pen: "3", clip: "150", reload: "2 Full", special: "Storm, Toxic (1)", availability: "Extremely Rare (-40)", weight: "3", origin: "Eldar Artistry", notes: "-"}, - {name: "Shuriken Cannon **", family: "Xenos", class:"Heavy", range: "60m", RoF: "-/-/10", damage: "1d10+6 ", type: "Rending", pen: "4", clip: "200", reload: "2 Full", special: "Razor Sharp, Reliable", availability: "Extremely Rare (-40)", weight: "18", origin: "Eldar Artistry", notes: "This weapon grants the firer the Auto-Stabilised trait when in use."}, - {name: "Shuriken Catapult", family: "Xenos", class:"Basic", range: "80m", RoF: "S/3/10", damage: "1d10+4 ", type: "Rending", pen: "3", clip: "120", reload: "Full", special: "Razor Sharp, Reliable", availability: "Extremely Rare (-40)", weight: "2.5", origin: "Eldar Artistry", notes: "-"}, - {name: "Shuriken Pistol", family: "Xenos", class:"Pistol", range: "30m", RoF: "S/3/-", damage: "1d10+4 ", type: "Rending", pen: "3", clip: "60", reload: "Full", special: "Razor Sharp, Reliable", availability: "Very Rare (-30)", weight: "1.2", origin: "Eldar Artistry", notes: "-"}, - {name: "Splinter Cannon **", family: "Xenos", class:"Heavy", range: "110m", RoF: "-/-/10", damage: "1d10+5 ", type: "Rending", pen: "4", clip: "300", reload: "3 Full", special: "Tearing, Toxic (4)", availability: "Extremely Rare (-40)", weight: "5", origin: "Eldar Artistry", notes: "** This weapon grants the firer the Auto-Stabilised trait when in use."}, - {name: "Splinter Pistol", family: "Xenos", class:"Pistol", range: "30m", RoF: "S/3/-", damage: "1d10+2 ", type: "Rending", pen: "3", clip: "120", reload: "2 Full", special: "Toxic (1)", availability: "Very Rare (-30)", weight: "1.5", origin: "Eldar Artistry", notes: "Many splinter pistols have bladed attachments, and as such each counts as a knife with the Mono weapon modification when used in melee combat."}, - {name: "Splinter Rifle", family: "Xenos", class:"Basic", range: "80m", RoF: "S/3/5", damage: "1d10+2 ", type: "Rending", pen: "3", clip: "180", reload: "2 Full", special: "Toxic (2)", availability: "Extremely Rare (-40)", weight: "2", origin: "Eldar Artistry", notes: "Many splinter rifles have cruel bladed or spiked metal attachments, and as such each counts as a spear with the Mono weapon modification when used in melee combat."}, - {name: "Burna (Ranged)", family: "Xenos", class:"Basic", range: "20m", RoF: "S/-/-", damage: "1d10+4 ", type: "Energy", pen: "2", clip: "6", reload: "Full", special: "Flame, Spray, Unreliable *", availability: "Very Rare (-30)", weight: "8", origin: "Orky Know-Whats", notes: "The burna has two profiles (one for melee and one for ranged combat), and requires two hands to use in either mode. Its weight includes the backpack fuel tank.* When used by an Ork, this weapon loses the Unreliable special quality."}, - {name: "Rokkit Launcha", family: "Xenos", class:"Basic", range: "150m", RoF: "S/-/-", damage: "2d10+5 ", type: "Explosive", pen: "6", clip: "1", reload: "Half", special: "Blast (2), Inaccurate, Unreliable *", availability: "Very Rare (-30)", weight: "6", origin: "Orky Know-Whats", notes: "* When used by an Ork, this weapon loses the Unreliable special quality."}, - {name: "Shoota", family: "Xenos", class:"Basic", range: "60m", RoF: "S/3/-", damage: "1d10+4 ", type: "Impact", pen: "0", clip: "30", reload: "Full", special: "Inaccurate, Unreliable", availability: "Rare (-20)", weight: "4", origin: "Orky Know-Whats", notes: "* When used by an Ork, this weapon loses the Unreliable special quality."}, - {name: "Slugga", family: "Xenos", class:"Pistol", range: "20m", RoF: "S/3/-", damage: "1d10+4 ", type: "Impact", pen: "0", clip: "18", reload: "Full", special: "Inaccurate, Unreliable", availability: "Rare (-20)", weight: "2", origin: "Orky Know-Whats", notes: "* When used by an Ork, this weapon loses the Unreliable special quality."}, - {name: "Kroot Rifle", family: "Xenos", class:"Basic", range: "110m", RoF: "*", damage: "*", type: "*", pen: "*", clip: "*", reload: "*", special: "-", availability: "Very Rare (-30)", weight: "6", origin: "Kroot Hunting Gear", notes: "A Kroot rifle counts as a staff with the Mono weapon upgrade when used in melee combat.* These attributes are dependent on ammunition type."}, - {name: "Kroot Rifle (Pulse Round)", family: "Xenos", class:"-", range: "-", RoF: "S/2/-", damage: "1d10+5 ", type: "Energy", pen: "1", clip: "6", reload: "2 Full", special: "-", availability: "-", weight: "-", origin: "Kroot Hunting Gear", notes: "-"}, - {name: "Kroot Rifle (Sniper Round)", family: "Xenos", class:"-", range: "-", RoF: "S/-/-", damage: "1d10+7 ", type: "Rending", pen: "5", clip: "1", reload: "Half", special: "Accurate", availability: "-", weight: "-", origin: "Kroot Hunting Gear", notes: "-"}, - {name: "Pulse Carbine", family: "Xenos", class:"Basic", range: "60m", RoF: "S/-/3", damage: "2d10+2 ", type: "Energy", pen: "4", clip: "24", reload: "Full", special: "-", availability: "Extremely Rare (-40)", weight: "6", origin: "Kroot Hunting Gear", notes: "Each pulse carbine contains an integrated grenade launcher, making it capable of firing photon grenades as well as the standard plasma pulse rounds."}, - {name: "Pulse Carbine (Photon Grenade)", family: "Xenos", class:"-", range: "60m", RoF: "S/-/3", damage: "-", type: "-", pen: "-", clip: "1", reload: "Half", special: "Blast (12)", availability: "Very Rare (-30)", weight: "0.5", origin: "Kroot Hunting Gear", notes: "A character within the blast radius of a photon grenade that detonates who lacks eye protection must make a Challenging (+0) Agility test or be blinded for a number of rounds equal to his degrees of failure."}, - {name: "Pulse Pistol", family: "Xenos", class:"Pistol", range: "40m", RoF: "S/2/-", damage: "2d10+2 ", type: "Energy", pen: "4", clip: "16", reload: "Half", special: "-", availability: "Extremely Rare (-40)", weight: "3", origin: "Kroot Hunting Gear", notes: "-"}, - {name: "Pulse Rifle", family: "Xenos", class:"Basic", range: "150m", RoF: "S/2/4", damage: "2d10+3 ", type: "Energy", pen: "4", clip: "36", reload: "Half", special: "-", availability: "Extremely Rare (-40)", weight: "8", origin: "Kroot Hunting Gear", notes: "-"}, - {name: "Ablative Projector", family: "Xenos", class:"Basic", range: "100m", RoF: "S/2/-", damage: "1d10+8 ", type: "Energy", pen: "5", clip: "-", reload: "-", special: "Reliable, Vengeful (9)", availability: "Extremely Rare (-40)", weight: "10", origin: "Cache D-216-98", notes: "-"}, - {name: "Cascade Lance (Ranged)", family: "Xenos", class:"Basic", range: "15m", RoF: "S/-/-", damage: "1d10+12 ", type: "Energy", pen: "10", clip: "1", reload: "Half", special: "Proven (5), Reliable", availability: "Near Unique (-50)", weight: "6", origin: "Cache D-216-98", notes: "A cascade lance requires two hands to wield when it is used as a melee weapon."}, - {name: "Concussion Beamer", family: "Xenos", class:"Pistol", range: "30m", RoF: "S/3/-", damage: "2d10+5 ", type: "Explosive", pen: "4", clip: "-", reload: "-", special: "Concussive (1), Reliable", availability: "Near Unique (-50)", weight: "4", origin: "Cache D-216-98", notes: "-"}, - {name: "Resonance Arc", family: "Xenos", class:"Basic", range: "75m", RoF: "S/-/-", damage: "2d10+3 ", type: "Energy", pen: "3", clip: "-", reload: "-", special: "Shocking, Reliable", availability: "Extremely Rare (-40)", weight: "20", origin: "Cache D-216-98", notes: "When a character using a resonance arc rolls a 9 or 10 for damage, or kills a target, a bolt of electricity arcs from the original target to a randomly selected target within 5 metres, inflicting an additional automatic hit with the weapon’s profile on the new target’s Body location. This extra hit can result in further additional hits as the arc leaps from target to target."}, - {name: "Guldaniri Bile Projector", family: "Xenos", class:"Basic", range: "60m", RoF: "S/-/-", damage: "3d10 ", type: "Energy", pen: "-", clip: "10", reload: "3 Full", special: "Blast (2), Corrosive, Toxic (2)", availability: "Very Rare (-30)", weight: "11", origin: "Artefacts of Lost Races", notes: "-"}, - {name: "Neural Catalyser", family: "Xenos", class:"Pistol", range: "35m", RoF: "S/-/-", damage: "2d10 ", type: "Explosive", pen: "-", clip: "-", reload: "-", special: "Concussive (3), Overheats", availability: "Extremely Rare (-40)", weight: "3", origin: "Artefacts of Lost Races", notes: "Damage inflicted by a neural catalyser ignores armour, and is reduced by the target’s Willpower bonus instead of its Toughness bonus. Whenever a hit from a neural catalyser inflicts damage on a target (after reduction for Willpower bonus), the target also suffers 1d5 Willpower damage."}, - {name: "Xenarch Death-Arc", family: "Xenos", class:"Basic", range: "100m", RoF: "S/3/6", damage: "1d10+3 ", type: "Energy", pen: "0", clip: "90", reload: "Full", special: "Inaccurate, Shocking", availability: "Very Rare (-30)", weight: "10", origin: "-", notes: "When a character wielding a Xenarch death-arc would inflict multiple hits from a single attack using this weapon, he instead resolves a single hit against the first hit location he struck as part of the attack. This hit inflicts 1d10+3 additional Energy damage for each hit he would have inflicted beyond the first."} -] - -const MELEE_WEAPONS = [ - {name: "Chainaxe", family: "Chain", class:"Melee", range: "-", damage: "1d10+4 ", type: "Rending", pen: "2", special: "Tearing", availability: "Scarce (-10)", weight: "13", origin: "Imperium", notes: "Two-Handed"}, - {name: "Chainblade", family: "Chain", class:"Melee", range: "-", damage: "1d10+1 ", type: "Rending", pen: "1", special: "Tearing", availability: "Scarce (-10)", weight: "2", origin: "Imperium", notes: "-"}, - {name: "Chainsword", family: "Chain", class:"Melee", range: "-", damage: "1d10+2 ", type: "Rending", pen: "2", special: "Balanced, Tearing", availability: "Average (+0)", weight: "6", origin: "Imperium", notes: "-"}, - {name: "Eviscerator", family: "Chain", class:"Melee", range: "-", damage: "2d10 ", type: "Rending", pen: "9", special: "Razor Sharp, Tearing, Unwieldy", availability: "Very Rare (-30)", weight: "15", origin: "Imperium", notes: "Two-Handed"}, - {name: "Brazier of Holy Fire", family: "Flame", class:"Melee", range: "-", damage: "1d10+5 ", type: "Energy", pen: "3", special: "Flame, Unbalanced", availability: "Very Rare (-30)", weight: "6", origin: "Imperium", notes: "Any character who can draw line of sight to an ally wielding an active Brazier of Holy Fire gains a +10 bonus to his Willpower tests. Additionally, it can be used as a heavy flamer with a clip size of 1. Once fired, it loses the Flame quality in melee until it is reloaded, a process that takes roughly 20 minutes and involves several special hymns."}, - {name: "Fire Gauntlets, Magnus Pattern", family: "Flame", class:"Melee", range: "-", damage: "1d10 ", type: "Impact", pen: "2", special: "Flame, Unbalanced", availability: "Very Rare (-30)", weight: "1", origin: "Imperium", notes: "As a Free Action, the user can ignite the gauntlets, granting a +20 bonus to Intimidate tests. They always come in pairs, and the reservoir lasts until the end of the encounter (or 2d10 minutes outside of structured time)."}, - {name: "Animus Hammer", family: "Force", class:"Melee", range: "-", damage: "2d10+10* ", type: "Energy", pen: "4", special: "Daemonbane, Force, Power Field, Unwieldy", availability: "Near Unique (-50)", weight: "8", origin: "Imperium", notes: "An Animus hammer acts as a psy-focus (see page 177 of the Dark Heresy Core Rulebook). If the wielder possesses the Psyker trait, the weapon adds +1 to his psy rating.* Add the user’s SBx2 to the damage."}, - {name: "Force Hammer", family: "Force", class:"Melee", range: "-", damage: "2d10 ", type: "Rending", pen: "0", special: "Force, Unbalanced", availability: "Extremely Rare (-40)", weight: "10", origin: "Imperium", notes: "A force hammer requires two hands to use, unless the wielder has a Strength bonus of 5 or higher."}, - {name: "Force Sword", family: "Force", class:"Melee", range: "-", damage: "1d10+1 ", type: "Rending", pen: "2", special: "Balanced, Force", availability: "Near Unique (-50)", weight: "5", origin: "Imperium", notes: "-"}, - {name: "Force Staff", family: "Force", class:"Melee", range: "-", damage: "1d10 ", type: "Impact", pen: "2", special: "Force", availability: "Extremely Rare (-40)", weight: "2", origin: "Imperium", notes: "-"}, - {name: "Nemesis Daemon Hammer", family: "Force", class:"Melee", range: "-", damage: "2d10+1* ", type: "Energy", pen: "8", special: "Daemonbane, Force, Power Field, Unwieldy", availability: "Near Unique (-50)", weight: "10", origin: "Imperium", notes: "A nemesis hammer is a one-handed weapon, but when used with two hands it gains the Concussive (X) quality, where X equals the user’s psy rating.* Add the user’s SBx2 to the damage."}, - {name: "Sanctus Hammer", family: "Force", class:"Melee", range: "-", damage: "2d10+6* ", type: "Energy", pen: "4", special: "Balanced, Concussive (4), Daemonbane, Force, Power Field", availability: "Near Unique (-50)", weight: "6", origin: "Imperium", notes: "Two-Handed. It also includes an exterminator cartridge (see page 163 of the Dark Heresy Core Rulebook) loaded with Incinerator ammunition (see page 40).* Add the user’s SBx2 to the damage."}, - {name: "Tempus Hammer", family: "Force", class:"Melee", range: "-", damage: "2d10+4* ", type: "Energy", pen: "6", special: "Daemonbane, Force, Power Field, Unwieldy", availability: "Near Unique (-50)", weight: "14", origin: "Imperium", notes: "Two Handed. Once per game session, as a Full Action, a character wielding Tempus may smite the ground, causing a blast with a radius of 2d10 metres. Each other character in this area must make a Hard (–20) Agility test or lose a Half Action during his next turn; if a character fails with two or more degrees of failure, he loses his Full Action instead.* Add the user’s SBx2 to the damage."}, - {name: "Axe of Retribution", family: "Low-Tech", class:"Melee", range: "-", damage: "2d10 ", type: "Rending", pen: "6", special: "Felling (2), Sanctified", availability: "Near Unique (-50)", weight: "8", origin: "Imperium", notes: "Two-Handed"}, - {name: "Flail of Chastisement", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10+3", type: "Rending", pen: "2", special: "Crippling (2), Flexible, Primitive (8), Snare (0)", availability: "Very Rare (-30)", weight: "3", origin: "Imperium", notes: "Not available to be requisitioned."}, - {name: "Great Weapon", family: "Low-Tech", class:"Melee", range: "-", damage: "2d10 ", type: "Rending", pen: "0", special: "Unbalanced", availability: "Scarce (-10)", weight: "7", origin: "Imperium", notes: "Two-Handed"}, - {name: "Hunting Lance", family: "Low-Tech", class:"Melee", range: "-", damage: "2d10+3 ", type: "Explosive", pen: "7", special: "Concussive (3)", availability: "Scarce (-10)", weight: "4", origin: "Imperium", notes: "After a successful attack is made with this weapon, its tip is destroyed and it is treated as a staff."}, - {name: "Improvised Weapon", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10-2 ", type: "-", pen: "0", special: "Primitive (7), Unbalanced", availability: "-", weight: "-", origin: "Imperium", notes: "Hitting someone with the butt of a Basic ranged weapon (such as a lasgun or boltgun) also counts as using an improvised weapon in combat."}, - {name: "Knife", family: "Low-Tech", class:"Melee", range: "5m", damage: "1d5 ", type: "Rending", pen: "0", special: "Melee/Thrown", availability: "Plentiful (+20)", weight: "1", origin: "Imperium", notes: "-"}, - {name: "Man-Catcher", family: "Low-Tech", class:"Melee", range: "2m", damage: "1d10 ", type: "Impact", pen: "0", special: "Snare (4), Unwieldy", availability: "Scarce (-10)", weight: "8", origin: "Imperium", notes: "Two-Handed. The user must spend a Half Action each round in order to maintain a hold of his victim. The Best craftsmanship version is fitted with electrical wiring and gains the Shocking quality."}, - {name: "Praesidium Protectiva", family: "Low Tech", class:"Melee", range: "-", damage: "1d10 ", type: "Impact", pen: "0", special: "Defensive", availability: "Very Rare (-30)", weight: "14", origin: "Imperium", notes: "The Praesidium Protectiva adds +4 AP to the body and the arm holding the device, and also acts as a force field with a protection rating of 35. It is only available to Acolytes with the Adepta Sororitas background—those without it must provide a rationale to their GM when attempting to acquire this item."}, - {name: "Rune Weapon (Sword)", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10 ", type: "Rending", pen: "0", special: "Balanced, Tainted, Tearing, Vengeful (8)", availability: "Near Unique (-50)", weight: "3kg", origin: "Imperium", notes: "A rune weapon can take the form of any Low-Tech melee weapon; it uses the profile for that weapon, with the Primitive quality removed if it was present. It gains the Tainted, Tearing, and Vengeful (8) qualities and cannot be destroyed by a weapon with the Power Field quality. Whenever a character wielding a rune weapon triggers Righteous Fury, he gains 1d5 Corruption points."}, - {name: "Shield", family: "Low-Tech", class:"Melee", range: "-", damage: "1d5 ", type: "Impact", pen: "0", special: "Defensive", availability: "Common (+10)", weight: "3", origin: "Imperium", notes: "Provides 2 AP to the Body and Arm wielding the shield, which stacks with existing armour. As they are not designed for offence, attacks made with shields suffer a –20 penalty instead of the normal penalty from the Defensive quality."}, - {name: "Staff", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10 ", type: "Impact", pen: "0", special: "Balanced, Primitive (7)", availability: "Plentiful (+20)", weight: "3", origin: "Imperium", notes: "Two-Handed"}, - {name: "Stealth Claw", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10+4 ", type: "Rending", pen: "4", special: "Felling (2), Razor Sharp, Sanctified", availability: "Very Rare (-30)", weight: "1.5", origin: "Imperium", notes: "A stealth claw has the Compact modification (see page 162 of the Dark Heresy Core Rulebook). When a character successfully inflicts a hit as part of an All Out Attack action using a stealth claw, he inflicts additional damage equal to his psy rating."}, - {name: "Sword", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10 ", type: "Rending", pen: "0", special: "Balanced", availability: "Common (+10)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Truncheon", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10 ", type: "Impact", pen: "0", special: "Primitive (7)", availability: "Plentiful (+20)", weight: "2", origin: "Imperium", notes: "-"}, - {name: "Wailing Trident", family: "Low-Tech", class:"Melee", range: "6m", damage: "1d10+8 ", type: "Rending", pen: "4", special: "Balanced, Crippling (3)*, Felling (3), Sanctified", availability: "Very Rare (-30)", weight: "9", origin: "Imperium", notes: "Two-Handed. * Only against targets with the Daemonic trait."}, - {name: "Warhammer", family: "Low-Tech", class:"Melee", range: "-", damage: "1d10+3 ", type: "Impact", pen: "1", special: "Concussive (1), Primitive (8)", availability: "Scarce (-10)", weight: "4.5", origin: "Imperium", notes: "Two-Handed"}, - {name: "Whip", family: "Low-Tech", class:"Melee", range: "3m", damage: "1d10 ", type: "Rending", pen: "0", special: "Flexible, Primitive (6)", availability: "Average (+0)", weight: "2", origin: "Imperium", notes: "-"}, - {name: "Ebenus Hammer", family: "Power", class:"Melee", range: "-", damage: "2d10+6* ", type: "Energy", pen: "10", special: "Daemonbane, Power Field Unwieldy", availability: "Near Unique (-50)", weight: "16", origin: "Imperium", notes: "An Ebenus hammer acts as a null rod (see page 177 of the Dark Heresy Core Rulebook) and grants the wielder the Deny the Witch talent.* Add the user’s SBx2 to the damage."}, - {name: "Ordo Malleus Power Glaive", family: "Power", class:"Melee", range: "3m", damage: "1d10+8 ", type: "Energy", pen: "5", special: "Balanced, Power Field, Proven (4), Sanctified", availability: "Extremely Rare (-40)", weight: "4.5", origin: "Imperium", notes: "Two-Handed. An Ordo Malleus power glaive grants the wielder an additional +10 bonus to Parry tests."}, - {name: "Omnissian Axe", family: "Power", class:"Melee", range: "-", damage: "2d10+4 ", type: "Energy", pen: "6", special: "Power Field, Unbalanced", availability: "Extremely Rare (-40)", weight: "8", origin: "Imperium", notes: "Two-Handed"}, - {name: "Power Fist", family: "Power", class:"Melee", range: "-", damage: "2d10* ", type: "Energy", pen: "9", special: "Power Field, Unwieldy", availability: "Very Rare (-30)", weight: "13", origin: "Imperium", notes: "* Power Fists add the user’s SB×2 to the damage."}, - {name: "Power Sword", family: "Power", class:"Melee", range: "-", damage: "1d10+5 ", type: "Energy", pen: "5", special: "Balanced, Power Field", availability: "Very Rare (-30)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Power Axe", family: "Power", class:"Melee", range: "-", damage: "1d10+7 ", type: "Energy", pen: "7", special: "Power Field, Unbalanced", availability: "Very Rare (-30)", weight: "6", origin: "Imperium", notes: "Two-Handed"}, - {name: "Power Maul (High)", family: "Power", class:"Melee", range: "-", damage: "1d10+5 ", type: "Energy", pen: "4", special: "Power Field, Shocking", availability: "Very Rare (-30)", weight: "3.5", origin: "Imperium", notes: "This weapon has two entries in the weapons table, representing its two power settings: high and low. Switching the power maul between its two settings is a Free Action. This is a onehanded melee weapon, but when used with two hands it gains the Concussive 0 quality."}, - {name: "Power Maul (Low)", family: "Power", class:"Melee", range: "-", damage: "1d10+1 ", type: "Energy", pen: "2", special: "Shocking", availability: "Very Rare (-30)", weight: "3.5", origin: "Imperium", notes: "-"}, - {name: "Power Shield", family: "Power", class:"Melee", range: "-", damage: "1d10 ", type: "Energy", pen: "1", special: "Defensive, Power Field", availability: "Very Rare (-30)", weight: "6", origin: "Imperium", notes: "A power shield adds 4 Armour points to the wearer’s Body and the Arm holding the shield. As they are not designed for offence, attacks made with shields suffer a –20 penalty instead of the normal penalty from the Defensive quality."}, - {name: "Power Stake", family: "Power", class:"Melee", range: "-", damage: "1d10+7 ", type: "Energy", pen: "5", special: "Power Field, Sanctified, Unbalanced", availability: "Very Rare (-30)", weight: "1", origin: "Imperium", notes: "A power stake inflicts an additional 1d10 Energy damage for every point of psy rating the target possesses. Additionally, possessing a power stake grants a +10 bonus to all Interaction tests made with those aligned with the Ordo Hereticus."}, - {name: "Thunder Hammer", family: "Power", class:"Melee", range: "-", damage: "2d10+4* ", type: "Energy", pen: "10", special: "Concussive (2), Power Field, Unwieldy", availability: "Very Rare (-30)", weight: "16", origin: "Imperium", notes: "A thunder hammer is a one-handed weapon, but it inflicts an additional +2 damage when used with two hands.* Add the user’s SBx2 to the damage."}, - {name: "Electro-Flail", family: "Shock", class:"Melee", range: "-", damage: "1d10+2 ", type: "Rending", pen: "0", special: "Flexible, Shocking", availability: "Rare (-20)", weight: "4.5", origin: "Imperium", notes: "-"}, - {name: "Shock Maul", family: "Shock", class:"Melee", range: "-", damage: "1d10+3 ", type: "Impact", pen: "0", special: "Shocking", availability: "Scarce (-10)", weight: "2.5", origin: "Imperium", notes: "-"}, - {name: "Shock Whip", family: "Shock", class:"Melee", range: "3m", damage: "1d10+1 ", type: "Impact", pen: "0", special: "Flexible, Shocking", availability: "Rare (-20)", weight: "3", origin: "Imperium", notes: "-"}, - {name: "Desoleum Power Blade", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+3 ", type: "Energy", pen: "5", clip: "-", reload: "-", special: "Power Field", availability: "Very Rare (-30)", weight: "2", origin: "Armoury Imperialis", notes: "This blade is a power weapon and thus requires the Weapon Training (Power) talent. It has the Compact modification (see page 162 of the Dark Heresy 2 Core Rulebook)."}, - {name: "Ghostblade", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+5 ", type: "Energy", pen: "6", clip: "-", reload: "-", special: "Felling (4), Razor Sharp, Overheats", availability: "Extremely Rare (-40)", weight: "6", origin: "Armoury Imperialis", notes: "When a ghostblade Overheats, it is damaged and counts as a regular sword until repaired. Its weight includes the backpack power supply."}, - {name: "Graviton Hammer", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "2d10+5 ", type: "Impact", pen: "7", clip: "-", reload: "-", special: "Blast (3), Concussive (3)", availability: "Near Unique (-50)", weight: "8", origin: "Armoury Imperialis", notes: "Two-Handed"}, - {name: "Silver Shield", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d5+1 ", type: "Impact", pen: "1", clip: "-", reload: "-", special: "Defensive", availability: "Extremely Rare (-40)", weight: "5", origin: "Armoury Imperialis", notes: "Provides 4 AP to the Body and Arm wielding the shield (this is doubled to 8 AP against weapons that cause Energy damage), which stacks with existing armour. As they are not designed for offence, attacks made with shields suffer a –20 penalty instead of the normal penalty from the Defensive quality."}, - {name: "Agoniser", family: "Xenos", class:"Melee", range: "3m", RoF: "-", damage: "1d10+3 ", type: "Energy", pen: "6", clip: "-", reload: "-", special: "Flexible, Power Field, Tearing, Shocking", availability: "Extremely Rare (-40)", weight: "2", origin: "Eldar Artistry", notes: "When a character suffers Critical damage from an attack with a Best craftsmanship agoniser, his Perception characteristic is also permanently reduced by 1d5."}, - {name: "Eldar Power Sword", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+5 ", type: "Energy", pen: "4", clip: "-", reload: "-", special: "Balanced, Power Field", availability: "Extremely Rare (-40)", weight: "1", origin: "Eldar Artistry", notes: "-"}, - {name: "Harlequin's Kiss", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+8 * ", type: "Rending", pen: "10", clip: "-", reload: "-", special: "Felling (4), Tearing", availability: "Extremely Rare (-40)", weight: "1", origin: "Eldar Artistry", notes: "* The wielder’s Strength bonus is not added to the damage inflicted by a Harlequin’s Kiss."}, - {name: "Big Choppa", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "2d10 ", type: "Rending", pen: "2", clip: "-", reload: "-", special: "Tearing, Unbalanced", availability: "Extremely Rare (-40)", weight: "10", origin: "Orky Know-Whats", notes: "A big choppa is a two-handed weapon. At the GM’s discretion, it can have the Power Field quality; if it does, it should also have the Overheats quality."}, - {name: "Burna (Melee)", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+5 ", type: "Energy", pen: "5", clip: "-", reload: "-", special: "Power Field, Unwieldy", availability: "Very Rare (-30)", weight: "8", origin: "Orky Know-Whats", notes: "The burna has two profiles (one for melee and one for ranged combat), and requires two hands to use in either mode. Its weight includes the backpack fuel tank."}, - {name: "Choppa", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+1 ", type: "Rending", pen: "2", clip: "-", reload: "-", special: "Unbalanced", availability: "Rare (-20)", weight: "1", origin: "Orky Know-Whats", notes: "For any non-Ork character with a Strength bonus of 3 or less, a choppa requires two hands to wield."}, - {name: "Cascade Lance (Melee)", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+6 ", type: "Energy", pen: "8", clip: "-", reload: "-", special: "Concussive (1), Power Field", availability: "Near Unique (-50)", weight: "6", origin: "Cache D-216-98", notes: "A cascade lance requires two hands to wield when it is used as a melee weapon."}, - {name: "Molecular Blade", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10 ", type: "Rending", pen: "5", clip: "-", reload: "-", special: "Corrosive, Razor Sharp, Tearing", availability: "Near Unique (-50)", weight: "15", origin: "Cache D-216-98", notes: "-"}, - {name: "Havatian Ringblade (Melee)", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+4 ", type: "Rending", pen: "3", clip: "-", reload: "-", special: "Razor Sharp", availability: "Extremely Rare (-40)", weight: "1", origin: "Artefacts of Lost Races", notes: "A character may use a Havatian ringblade as a melee weapon or as a grenade. If used as a grenade, it explodes on impact and is destroyed."}, - {name: "Talonblade", family: "Xenos", class:"Melee", range: "-", RoF: "-", damage: "1d10+3 ", type: "Rending", pen: "4", clip: "-", reload: "-", special: "Razorsharp, Tearing", availability: "Very Rare (-30)", weight: "1", origin: "Artefacts of Lost Races", notes: "-"} -] - - -var regex = /(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)\t(.*)/ -var ranged = {name: "$1", family: "$2", class:"$3", range: "$4", RoF: "$5", damage: "$6", type: "$7", pen: "$8", clip: "$9", reload: "$10", special: "$11", availability: "$12", weight: "$13", origin: "$14", notes: "$15"}, - melee = {name: "$1", family: "$2", class:"$3", range: "$4", damage: "$6", type: "$7", pen: "$8", special: "$11", availability: "$12", weight: "$13", origin: "$14", notes: "$15"}, \ No newline at end of file