Light
These weapons are small and light and may be used by all units. These are including all pistols. And is also including all rules for them.

Medium
These are the most usual armament of androids and smaller ids. As basic weapons
Grenades
All known grenades except virus
Advanced toxin.

As toxin but works on tyranid as well. Cost 20p
Nural Stunner
GrenadeStrDamSMAPSpecial
Nural StunAutospNSauto2" special
The neural stun grenade is a strange electromagnetic waves that effects the brain waves of biological creatures. Any unit hit must roll below or equal to their ld on 3d6 or become a mindless vegy for the rest of the battle. Dark Age Technology
Quake:
This grenade sends out a wave of tractored energy. Any unit within d10" of the site needs to roll a d6 on 2+ the unit is hit. A hit unit is moved d4" away from the site and disabled one turn. If target is a vehicle and is moving and is not moved in the direction of it's own movement then the vehicle goes out of control next round. If anything collides count the usual ram damage. Dark Age Technology
GrenadeStrDamSMAPSpecial
Quake----special
Smart:
This grenade does not react like a normal grenade, this thing finds it's target with a gravdrive and on finding it sprays it with an concentrated form of antibio tox (the same as that which is used in Androidica smoke). This concentrated tox is heavily alkaline and is in an microscopic amount deadly to any biological entity and has therefore no save. Death is fast but not unpleasant. Death 3+ Dark Age Technology
AAGG:
AntiArmor GasGrenade A combined frag and gas grenade. All touched by the grenade template and normally not effected by gas because of sealed suit must pass a armour save (SM -1) or be effected by the gas. Hallucinogen, Choke, Scare, Toxin.
Electrical Cluster Gun:
This Weapon fires a small blast of highly loaded electrolytic fluid that does heavy damages to bio and electrical equipment by creating a electrostorm on target. Any electrical equipment gets destroyed on a 6+ on a d6
RangeTo Hit
WeaponShtLngShtLngStrDamSMAPSpecial
Elec Cluster1432--51+sp-21d6+5special
Plasma Dragon
This is the flamer that is using hades fluid(works as a medium flamer. Range N
WeaponStrDamSMAPSpecial
Hades Dragon51-2d6+5
Stormlaser
This is an twin pipe lasersystem that has similar to the multilas.
RangeTo Hit
WeaponShtLngShtLngStrDamSMAPSpecial
Stormlaser2040--61-3d6+61SFD

Heavy
Big and heavy weapons used to hammer down resistance. These are carried by many war designed ids. As heavy weapons.
EMRL
The android likes to use rather nasty methods to destroy their enemies, such as Electro Magnetical Reactor Launcher that fires small micro reactors that emits a strong EMC waves that effects all electrical equipment including the nervous systems of biological units. The targets self-induces an electrical storm that wreaks any electrical equipment and short circuits the neurologic system of any biologic units The EMB has a 40" range without To-Hit modifiers, and strikes like a Haywire grenade or d4 str (targets T) hits.
Doc DEAD gun:
Looking quite like a large beam weapon. This is a heavy and very advanced weapon it fires two rays, if these cross each other at a dense molecular structure(as long polymers or metal plates) they will create a certain noise that will break molecular bonding in the surrounding area. This leads to the denser objects around will disintegrate at atomic level. This weapon can only be carried by mk IV locker androids, DreadNoughts, or special oid. Missed shots: if the shoot missed because of the weapons to hit modifiers the beams failed to cross and the target is hit by two lesser hits but on a 1 or if without the modifiers it still would have missed it MISSED. Causes Fear. On the first target only fields saves.
RangeTo Hit
WeaponShtLngShtLngStrDamSMAPSpecial
Doc DEAD gun2040-1-2T,arm/23d6-6Str+4d62"
61-3d6+6two hits
Sonic Disrupter:
A deadly dark age weapon based on Slaanesh Noise Marine Blastmaster and Doomsiren. A extremely low pitched trembling tone is followed by a short high-pitched spike which causes any objects to shatter and explode in mono-molecular disintegration. This weapon looks slightly like a very large flamer. Flamer template is placed with the broad end on first hit target and tip pointing away from the shooting unit.
RangeTo Hit
WeaponShtLngShtLngStrDamSMAPSpecial
Sonic Disruptor2040--8d6-52d6+8Flamer template

Special Missilelauncher Ammo
Acid:
A rocket filled with a highly alcalid fluid that eats through any armour. Acidic armour-penetrating
To hit
MissileShrLngStrDamSMAPSpecial
Acid--10d10-5d10+d20+d6+10
Anti Firing Bubble:
This weapon is a defensive weapon when fired it places a small energy pod that stays on an enemy vehicle and is used once then the object fires. When activated it creates a bubble of a strange kind of energy around the object that lets any kind of weapon bounce on a 3+. The bounced weapon automatically hits the shooter. Each pod can only be used once but the pods are accumulative. Then fired write down enemy vehicles. Whenever he fires the android may use one pod but before the hit check is made.
To hit
MissileShrLngStrDamSMAPSpecial
Anti Firing Bubble------special
Chain Effect:
This is a strange devise hits creatures with a nucleus chain reaction. The energy from the first hit is such that it might lead to a new chain reaction in a nearby unit. If the first target takes damage then it starts to produce a field attack that hits any unit within 2" with an equal Str as half the first targets T+1. And if any new model is hit and damaged by it, it must repeat the procedure.
To hit
MissileShrLngStrDamSMAPSpecial
Chain Effect--51-1d6+3special
Claimer:
This missile punches a hole in the outer armour and releases a load of micro creepers. These MC scatter around trying to find cables. These vermins are fast but short-lived after one second they turn to acid. This is good whereas they also are usable against bios. If the missile punches a hole then a d6
  • 1 Unable to find cables Acid makes a -4ht hit
  • 2 Unable to find cables Acid makes a -2ht hit
  • 3 Unable to find cables Acid makes a -1ht hit
  • 4 Unable to find cables Acid makes a hit
  • 5 Finds one system and interlocks with it (random steering, weapons a.s.o.)
  • 6 Interlocks with all systems
    To hit
    MissileShrLngStrDamSMAPSpecial
    Claimer--10d4-54d4+10special
    Cluster frag:
    The missile is exploded into thuddgun template.
    To hit
    MissileShrLngStrDamSMAPSpecial
    Cluster--41-1d6+44 x 1" ThuddGun
    Engager:
    This is a very complex missile carrying a kind of reversed jammer. It work by then hitting a target it sends an electromagnetical currency that may engage inactive electrical devises and overload active once. All electrical equipment must roll a d6 on 5+ the equipment is affected. Inactive equipment is most grenades, some weapons, aso. And active is most fields, shields, some weapons aso.
    To hit
    MissileShrLngStrDamSMAPSpecial
    Engager-----autospecial
    Harpoon:
    Work as the Harpoon from the grave only weaker d6 instead of a d12. It punches a hole in the target hook itself inside then launches an anchor that knocks into the ground and flips solid.
    To hit
    MissileShrLngStrDamSMAPSpecial
    Harpoon--8d4-3d6+d4+6special
    Jam:
    This is a specialised antitec missile. It grabs on to a target and start to send out a wide range electromagnetic jamming sequence. The missile has just energy for one turns.
  • 1 :The jammer electrocutes itself.
  • 2 :The jammer looses grip and falls down.
  • 3 :The jammer jams a weapon system.
  • 4 :The jammer jams steering systems Veh OOC one turn.
  • 5 :The jammer jams all electrical systems Veh OOC and nofire one turn.
  • 6 :The jammer causes a electrical storm that knocks out all electrical systems OOC, nofire and one Hit an all loc.
    To hit
    MissileShrLngStrDamSMAPSpecial
    Jam------special
    Smart:
    Hits the target at the weakest point of enemy. Does not need LOS
    To hit
    MissileShrLngStrDamSMAPSpecial
    Smart--102d6-63d6+10special
    Tracker crack:
    Fires as crack onto units out of LOS
    To hit
    MissileShrLngStrDamSMAPSpecial
    Tracker Crack--8d10-6d6+d10+8special
    Tracker frag:
    Fires as frag onto units out of LOS When fired the shooter sets dir and the first unit within 10 degr of dir is struck. Hits on 3+
    To hit
    MissileShrLngStrDamSMAPSpecial
    Tracker Frag--41-1d6+4special 2" blast
    Traitor Flamer:
    Then this weapon hits a bio, it injects a liquid inside the bio. This liquid reacts with the bio and turns into a napalm-like semi gas that makes a handflamer blast d6 1,2 45 left of strait 3,4 strait 5,6 45 right of strait.
    To hit
    MissileShrLngStrDamSMAPSpecial
    Traitor Flamer--5d4-42d6+10special
    Pulse Laser
    These are smaller version of Pulsar. Rolling a jam on the sustained fire die counts as 1 shot.
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Pulse Laser20100--9d10-6d6+d10+91 SFD
    Force Cluster gun
    The force cluster gun is uses electromagnetical beam to gain physical control of target it is often compared to human tractor beams. Any target hit may be put in any direction with nullified speed. Targets may on 4+ on d6 be turned over to its side. If unit is small (infantry, gravbike aso) the Force Cluster gun can move it a d12" in any direction. Dark Age Technology
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Force Clust Gun48-------1 SFD
    Heavy Dragon
    The heavy version of the hades dragon.
    WeaponStrDamSMAPSpecial
    Heavy Dragon7d4-4d6+d4+7
    Lead flamer
    This is a flamer that sprays the victims with liquid lead this has the effect that the targets get hit twice once by the heat and then they may also be damaged by the lead when it goes stale. Mech
  • 1 The lead dries and hardens with the armour and The armour is increased by one.
  • 2 The lead dries and falls of.
  • 3 The lead burns and short-circuits some wires (one system fails)
  • 4 The lead clogs the traction of the target (one OOC and then halted)
  • 5 The lead burns through some wires and causes all systems to short out.
  • 6 The lead clogs traction and steering so that the target flips over and explodes.
    WeaponStrDamSMAPSpecial
    Lead Flamer7d3-5sp

    Extra Heavy
    These are the most bulky and powerful weapons only carried by Class Large. As support weapons.
    Anti Personal Pod
    The pod is a defensive weapon that carries several packs of smoke, an Omega Beam generator and several overtaker grenades that activates when unit is engaged in HtH combat. If done so all enemies scatter trying to get out of the smoke and the unit is released from HtH combat. Most larger vehicles has this on automatic so that it kicks in then ever anyone tries to engage the vehicle in HtH.
    Boom Warper
    This is a combination of the Orchish shock-attackgun and a grenade. It launches in warp a small grenade. This is a devastating but sometimes inaccurate. After the hit roll. Roll a scatter dice on hit it's a hit else a d6" in indicated direction. On missfire it was lost in warp. If it hits a infantry model No armour saves are given d6 1-2 Str 7 dam d4 3-6 kill unit and do a airburst. If vehicles are hit they automatically hit at +1 on the HT automatic AP. If any unit is within 2" of a airblast gets a str 6 hit.
    Mine Launcher
    Shots mines into the ground.
    WeaponRange
    Mine Launcher2-24
    Mines
    Mines are special sub-offensive static weapons that explode then something is within area of affect.
    Acid
    Creates a little fountain of acid.
    MineStrDamSMAPSpecial
    Acid10d6-62d6+103"
    Band breaker
    Special anti tank mine that is designed to chop of the tracks of the tank. And destroy it's ability to move. +2 on HT to tracks and wheels. Hits automatically towards the wheels or tracks.
    MineStrDamSMAPSpecial
    Band Breaker102d6-63d6+10special tracks and wheels
    Elec mine
    This is an mine discharges an heavy electrical load into the object that steps on it.
    MineStrDamSMAPSpecial
    Elec10d10-6d12+153" blast
    Infantrymine
    A large but weak blast to get rid of infantry.
    MineStrDamSMAPSpecial
    Infantry6d4-32d6+43" blast
    Light mine
    A laser that cuts a unit in half.
    MineStrDamSMAPSpecial
    Lightmine92d6-63d6+91" cut-beam
    Neutron mine
    A mine vaporising biologic matter while leaving other unmarked. Roll 2d6 for each crewmember. Roll under T or die. No Saving throws. Dark Age Technology
    MineStr Dam SMAPSpecial
    NeutronSpecialautoOnly hurts biologics 2"

    The Leman Battle Tank had just stopped.
    Inquisitor Daniels had never seen anything like it. The tank looked unharmed. He pulled up his scanners and was amazed. The tank wasn't even scratched but the scanner showed no lifesigns inside.
    He walked up to the tank. Forced the main hatch open. Inside was it empty as if all the crew had deserted but that seemed not to be the case. Why was the hatch not open? He had to blow it open. Where would they go? The only place inhabitable on the planet was the imperial base. And why where all their things still here clothes, personal belongings, weapons, all was left here.
    Daniels stepped out of the tank again and looked a bit back in the Tanks tracks. Then he saw it a neutron mine. These evil devises that could kill of and virtually disintegrate biologic materia while leaving machines intact. That hellish weapon could only come from one enemy, the androids.

    Plasma Mines
    is a light termonic container containing a blob of plasma the lid is so fragile that even a step of a gretchin can break it. When the lid is broken the container inverts throwing the plasma at whatever broke the lid.
    MineStrDamSMAPSpecial
    Plasma102d6-63d6+104" blast
    Wheel Slasher
    Special anti wheel mine that is kind of like a caltrop. That slashes the tiers with a small blast of large metal fragments. Hits wheels, tracks, or walker foots. Always hits the target from bellow on wheel (dn)leg it gets a +2 on the HT.
    MineStrDamSMAPSpecial
    Wheel Slasher10d4-6d6+d4+10special to wheels
    Pulsar
    This laser weapon is a massive energy projector. When fired, it shoots a stream of laser bolts which pulverise its target. You may fire a 3" template or roll 1 sustained fire die. Any jams you roll count as 1 shot.
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Pulsar20120--102d10-618+2d10+d63" blast or 1SFD
    SDI Laser
    An incredibly powerful Laser that can disintegrate a vehicle in one blast.
    Range
    WeaponShtLngSpecial
    SDI Laserinfin-Target destroyed Double reload Nonmobile
    SDI Laser Chamber
    This weapon is only wielded by Mark XII Dreadnoughts. They have three different modes. The modes are :
  • Low several blasts of laser
  • Medium a lesser amount of more powerful laser blasts
  • High all the laser energy is released in one powerful blast
    The weapon is in three main parts :
  • A laser generator that is constantly producing a laserbeam.
  • An optical pipeline in a loop through the body.
  • And a release mirror. A jam counts as a one. Cost : Special
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    SDI LC Low2036--51-2d6+52 SFD
    Medium3660--7d6-42d6+71 SFD
    High100inf--105d6NS6d6+10reload
    Field Assault Cannon
    It shoots large packs of metal and explosives. The heavy weapon pushes the vehicle to a halt while firing and bounces it back d4-2". And any unit near the line of fire and at the first d12" gets blasted with a str 3 blast.
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Field Assault C40160--102d10-62d10+d6+102"blast
    Multi Howitzer
    It has two kinds of ammo. First Vehicle Lullaby a good punch with a small amount of steelbars attacking inside the vehicle two rolls on vehicle HT after one armour penetration. Second Trooper Remover primarily against infantry the large projectile splits up into several smaller steelbars that rain over the targets. The Howitzer has special chock-absorbers that makes it usable while slow movement. If on a fast moving vehicle (over 16") it might jump d4" in random dir on 4+ on a d6. Weapon carrying both kinds of shells and may change but only before fire round.
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Multi Howitzer40160-+1
    Vehicle Lullaby102d8NSd6+2d8+102 HT rolls
    Troop Remover8d4-5d4+d6+82" blast
    Miner
    This weapon is kind of like the mole mortar but somewhat more specialised warheads. This weapon fires some different kinds of warheads but fires it underground and hits the target from below. Nonhit Scatters 2d10"
    RangeTo Hit
    WeaponShtLngShtLng
    Miner2-3272-1-2
    Agrav
    This thing show up from below and sets under the tank and pushes the tank up into the air. (d6 1-2 pushes d4" in random dir 3-4 pushes 3d10" in random direction and spins random side down (ground ram damage) 5-6 The target flies high and is completely destructed as it smashes into the ground outside of the battlefield.
    WeaponStrDamSMAPSpecial
    Agrav Minersp---special
    Plasmablast
    This warhead splits up into several small containers of H fluid and makes a d6" hades blast
    WeaponStrDamSMAPSpecial
    Plasmablast Mr61-4d6+6special
    GroundShaker
    This warhead is a very heavy explosion that detonates just below the surface. Anything above falls on a d6 3+ and must use the next round to get up again. No unit inside may fire. Any vehicle in the area travelling in more than 10" goes out of control momentarily.
    WeaponStrDamSMAPSpecial
    Groundshaker----special
    Harpoon from the Grave
    This is a large steel object that splits up into two harpoon-like object one stays in the ground and the other goes into the vehicle and halts the enemy. Next turn it may try two get lose. Both sides rolls a dice shooter d12 vehicle a d4(bikes all small vehicles), d8(cars wheeled wagons walkers), d10(tank) or a d20(huge vehicle). If vehicle rolls higher then it tears free. But if the shooter rolls higher then the vehicle get a new hit to the damage-table and the harpoon stays in. If both roll the same then the harpoon stays in but nothing more happens. This thing is accumulative and if two harpoons are in when they are resolved together with a 50% increase on the shooter roll.
    WeaponStrDamSMAPSpecial
    Harpoon Miner9d4-6d6+d4+9special
    Doc DEAD cannon
    This is the heavy version of this weapon and both the range and the power is heavily increased. First unit has no save others have save modifiers according to HtH combat rules from main rulebook. If the Str is above 15 it gives a No Save to modified save rolls. Causes Fear. The first target can only use field saves.
    RangeTo Hit
    WeaponShtLngShtLngStrDamSMAPSpecial
    Doc DEAD Can4090-1-2T*3,arm4d6see rulesStr+5d63"
    Missed 91d6-42d6+9Two blasts
    Neutron Beam
    This beam or energy form was discovered by the Androids almost by accident. When a Construction platform glided through a natural Neutron Beam. The CP was having a fungus problem. But when it past the beam the fungus was eradicated. The Androidica has tried to reconstruct the beam and has to a certain degree succeeded. The beam has very no effect on non biological substance but has an devastating effect on all biomass which kind of evaporates. The Omega beam is so complex that it is very difficult to maintain at long distance and the equipment which converts it is so power-demanding that only really big units can carry it and it's range is variating because of it's complex structure to 2+d6" changing each in the beginning of the android turn. If a bio unit is hit then on a d6( 1- no effect 2+ headache (bs, ws, i -1) 3+ convulsion(minor damages down d4 rounds + 1dam) 4+ partial disintegration(d6 dam) 5+ major bio disintegration(4d6 dam) 6 total bio disintegration). This beam can not be stopped by any known material or psykic power and thereby has this weapon no saving throw.
    WeaponRangeSpecial
    Omega Beam2-d6+2Special
    NGL Neutron Generator Launcher
    This is a further development of the Neutron beam generator. It is a cannon that fires large projectiles containing a small Neutron generator and a small HIPER on impact it send a short Neutron pulse. This is very dangerous to any biologic unit that is nearby. Any unit within 2" is affected. The weapon is also highly reliable but has short range. An affected unit must roll 2d6 below his T or die. No saves at all are given. If it hits a vehicle each crewmember must roll a d6 is hit on 4+ (excluding any exposed crew who is affected if they are under the template). It has no effect on nonbiologic objects so any machines is totally unaffected. Causes fear.
    WeaponRangeStr Dam SM AP Special
    NGL20-60Special

    Close Combat Weapon
    Electro Combat Blade
    This is a small but efficient HtH combat weapon that is often fitted onto laser guns. It is actually a highly loaded electrical conductor.
    WeaponStr
    EC Blade+1

    Weapons

    HtH
    TypeSCL TypeSCL
    Chain Axe22x Chainfist66x
    Chainsword22x Digital Weapon666
    EC blade11x Lightning Claws1515x
    Power Axe77x Power Clawxx15
    Power Fist101010 Power Mace66x
    Power Maul66x Power Scourgexx20
    Power Sword66x Thunderhammer8820

    Light
    TypeSCL TypeSCL
    BoltPistol22x Hand Flamer66x
    Laspistol11x Needle Pistol1010x
    Plasma Pistol44x Web Pistol777

    Medium
    TypeSCL TypeSCL
    Autogun11x AutoLauncher333
    Bolter333 EC Gun66x
    Flamer777 Gravgunx40x
    Grenadelauncher101010 Lasgun22x
    Meltagun88x Needle Rifle1010x
    Plasma Dragon151515 Plasma gun888
    Stormbolter444 Stormlaser333

    Grenade OU
    TypeSCL TypeSCL
    AAGG Choke333 AAGG Hallucinogen888
    AAGG Scare333 AAGG Toxin151515
    Adv Toxin202020 Antiplant222
    Blind222 Choke222
    Crack333 Frag222
    Hallucinogen777 Haywire101010OU
    Melta555 Nural Stunnerx50x
    Photon222 Plasma333
    Quake101010 Rad171717
    Scare222 Smart151515
    Smoke111 Stasisx50xOU
    Tanglefoot101010 Toxin151515
    Vortexx50xOU

    Heavy
    TypeSCL TypeSCL
    AC393939 AutoCannon232323
    Cyclone505050 Doc DEAD Gun606060
    EMRL404040 FC Gun303030
    H Bolter131313 H Dragon303030
    H Flamer191919 H Plasma Gun383838
    H Webber262626 Lascannon434343
    Lead Flamer303030 Missile Launcher383838
    MultiLaser434343 MultiMelta636363
    Pulse Laser909090 Sonic Disrupter404040

    ML Ammo
    TypeSCL TypeSCL
    Acid555 AFB333
    Antiplant555 Blind222
    Chain121212 Claimer151515
    Cluster555 Crack333
    Engager101010 Frag222
    Harpoon555 Jam101010
    Melta555 Plasma555
    Smart151515 Tracker Crack777
    Tracker Frag777 Traitor Flamer555

    Extra Heavy
    TypeSCL TypeSCL
    APPxx45 Battle Cannonxx55
    Beamer505050 Boom Warperxx30
    Doc DEAD Cannonxx90 Field ACxx70
    HK missilexx30OU Mine Launcherxx5
    Miner25x25 Mole Mortar38x38
    Multi Howitzerxx75 Neutron Beamxx55
    NGLxx90 Pulsarxx105
    Rapierxx43 SDI Lxx300
    SDI LCxxSP Thudd Gunxx28

    Miner ammo
    TypeSCL TypeSCL
    Agrav50x50 Groundshaker25x25
    HFTG35x35 Plasmablast25x25

    Mines
    TypeSCL TypeSCL
    Acidxx15 Band Breakerxx10
    Elec Minexx15 Infantryxx10
    Lightminesxx15 Neutron minesxx15
    Plasmaxx15 Wheel Slasherxx10

    tfy95skt@mds.mdh.se

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