Ranged Weapons

Each ranged weapon has a profile listed on the following chart. There are seven pieces of critical information with each weapon, and they can be found below.

Weapon – This is the name of the weapon. This term must be made apparent on the model and listed on the Party Roster for easy reference.

Cost – This is the point value of the weapon. Remember that this is doubled in the event that the model is Large, and quadrupled if the model purchasing the weapon is Huge.
Ammo – This is what kind of effects the weapon can have attached to it.

Range – This is the effective range of the weapon. If a model that you are targeting is equal or less than this distance, the model is considered within Short Range. If the model is 6” or more past this distance, the model is considered at long range, and incurs a -1 penalty to Marksmanship (MRK) for each 6” increment afterwards.

For example, a submachine gun has an effective range of 16”. If a model is being targeted at 16” or less, the model is considered at Point Blank Range and adds +1 die to the attack. If the target is over 16”, but under 22”, the model is within normal range and no bonus or penalty are applied. If the target is 22” to 28”, a submachine gun suffers a -1 penalty to the model’s Marksmanship (MRK). If the target is 29” to 32”, the model suffers a -2 penalty, and so on and so forth. There is no “maximum” range for ranged attack.

Rate of Fire – This is the rate in which a weapon fires. This takes the form of a bonus, and this bonus is attached to a model’s Marksmanship (MRK) attribute, but it also adds +1 to the target’s Defense (DEF) Attribute.
Damage – This is the effective damage that a weapon inflicts Wounds. If a weapon does not have a number indicated, then the weapon uses the model’s Damage attribute, plus any bonuses indicated.

Special – These are notes that are important to the use of the weapon. If there is anything in this field, further details can be found in the equipment’s description.

Pistols Cost Ammo Range RoF Damage
FAR Pistol Rail 8” 2 4
NAW Pistol 5 NAW 8”  2 4
Energy Pistol 10 Energy 8” 2 4
Pistols are one-handed ranged weapons that can be either Field Accelerated Rails, Narrow Amplitude Wave, or energy weapons. Unlike other ranged weapons, a pistol can be used at a range, or they can be used in melee combat. When a pistol is used in melee combat, it uses the Attack (ATT) attribute instead of Marksmanship (MRK). 
Marksman Rifles Cost Ammo Range RoF Damage
FAR Marksman Rifle 10 Rail 24” 2 5
NAW Marksman Rifle 20 NAW 24”  2 5
Energy Marksman Rifle 20 Energy 24” 2 5
A Marksman Rifle is a lightweight rifle designed for range rather than assault. Though it shares the same characteristics as a sniper rifle, it is far more portable, and is designed to be used on the move. They are often outfitted with optical enhancements, they are used as a more tactical and  maneuverable precision weapon. 
Sniper Rifles Cost Ammo Range RoF Damage
FAR Sniper Rifle 25 Rail 24” 1 7
NAW Sniper Rifle 40 NAW 24”  1 7
Energy Sniper Rifle 40 Energy 24” 1 7
A sniper rifle is a high-precision rifle designed for long range missions, or to provide overwatch support for troops in the field. It serves to fulfill the tactical need for long range surveillance, effective anti-personnel and anti-materiel operations with a high hit probability, and can be used by military, law enforcement and civilian militias. The modern sniper rifle is a portable shoulder-fired weapon system with a choice between a Field Accelerated Rail option, or NAW and Energy variants, fitted with an advanced sighting system for extreme accuracy and assured lethality.

Sniper Rifles have a unique mechanic. Instead of suffering a -1 penalty for each 6” over the maximum range of the weapon, it instead grants a flat +1 bonus for shooting over that range, but suffers a -1 penatly for each 6” under the indicated range. Thus, a Sniper Rifle firing at a distance of 12” would suffer from a -2 penalty to the shooter’s Marksmanship (MRK) attribute. 

Submachine Guns (SMG) Cost Ammo Range RoF Damage
FAR SMG 10 Rail 8” 5 5
NAW SMG 15 NAW 8”  5 5
Energy SMG 15 Energy 8” 5 5
A submachine gun (SMG) is an automatic carbine designed for relatively close ranges and portability. Submachine guns have been largely replaced by assault rifles, which have a greater effective range and are capable of penetrating the helmets and body armor used by most military grade infantry However, submachine guns are still used by military special forces and militia for close quarters battle (CQB) as they are a pistol-caliber weapon that’s easy to control. Submachine guns cannot be used in Melee Combat like pistols, but are extremely effective at close range. 
Thrower Cost Ammo Range RoF Damage
Flame Thrower 15 Fire 10” 1 6
Plasma Thrower 25 Plasma 10” 1 6
A thrower is a tank of highly concentrated chemical that is ejected under pressure that covers an area. It is extremely effective at clearing out confined areas, and instilling fear on the battlefield. A thrower can be used to eject flames or even plasma. A Thrower is a Direct Area of Effect weapon, and the rules can be found on pg. 14 of the Core Rules.
Missile Launcher Cost Ammo Range RoF Damage
Missile Launcher 55 Explosive 36” 1 8
A Missile Launcher is a shoulder-fired anti-tank weapon system that fires rockets equipped with an explosive warhead. Most battlefield Missile Launchers can be carried by an individual soldier. These warheads are affixed to a rocket motor which propels the missile towards the target and they are stabilized in flight with fins. Man-portable missile launchers are usually semi-automatic weapons that carry a cache of a dozen or so miniature warheads. Missile Launchers are very effective against armored vehicles and Squad Integrated Dreadnoughts (SquIDs). Various warheads are also capable of causing secondary damage to vulnerable systems and other targets. Missile Launchers are Indirect Area of Effect Weapons, and their rules can be found on page 14 of the Core Rules.
Shotgun Cost Ammo Range RoF Damage
Shotgun 15 Rail 12” 1 7
Shotguns are short range ballistic weapon that are mainly used as a deterrent to close combat, or in close quarters such as the deck of ships. They are extremely powerful weapons at short range, though they quickly lose effectiveness over any sort of distance. This weapon shoots in a straight line up to 12”, though it can be dodged like a Direct AOE weapon.
Personal Defense Weapon Cost Ammo Range RoF Damage
FAR PDW 10 Rail 12” 4 5
NAW PDW 15 NAW 12” 4 5
Energy PDW 15 Energy 12” 4 5
Personal defense weapons (PDWs) are a class of compact selective fire, submachine gun-like firearms – essentially a hybrid between a submachine gun and compact assault rifle. Most PDWs fire a small-caliber, high-velocity field accelerated rail, though NAW and Energy variants do exist. This gives the PDW better effective range, accuracy and armor-penetrating capability than submachine guns, which have far shorter barrels and less power. The name describes the type’s original role: as a compact but powerful defensive weapon that can be carried by support troops behind the frontline. These soldiers may be at risk of encountering decently equipped enemy infiltrators, but such risk is rare enough that a long-barrel service rifle would be an unnecessary burden during their normal duties. As they are easy to use, lightweight and easy to control, PDWs are a favourite of special forces, paramilitaries, heavily-armed police, and even bodyguards.
Light Machine Guns (LMG) Cost Ammo Range RoF Damage
FAR Light Machine Gun 25 Rail 36” 4 6
NAW Light Machine Gun 35 NAW 36” 4 6
Energy Light Machine Gun 35 Energy 36” 4 6
A light machine gun (LMG) is a machine gun designed to be employed by an individual soldier, with or without an assistant, as an infantry support weapon. Often deployed deployed with a bipod, the operator of the LMG is found in a prone position and firing short bursts.Light machine guns are also designed to be fired from the hip or on the move as a form of suppressive fire intended to pin down the enemy. Marching fire is a specific tactic that relies on this capability.
Grenade Launcher Cost Ammo Range RoF Damage
Grenade Launcher 20 As Grenade 24” 1 As Grenade
A grenade launcher is a weapon that fires a specially-designed large-caliber projectiles, often with a variety of effects. This  term generally refers to a class of dedicated firearms firing unitary grenade cartridges. The most common type are man-portable, shoulder-fired weapons issued to individuals. Grenade launchers can either come in the form of standalone weapons (either single-shot or repeating) or attachments mounted to a parent firearm, usually a rifle. The specific grenade type must also be purchased to make this weapon effective – and are purchased separately. Unlike a thrown Grenade, you cannot attempt to dodge the blast from a Grenade Launcher. 
Grenades Cost Ammo Range RoF Damage
Frag Grenade 20 Explosive 6” 0 5
Electromagnetic Pulse 25 EMP 6” 0 5
Sticky Grenade 25 Explosive 6” 0 7
Plasma Grenade 30 Plasma 6” 0 5
Smart Grenade 25 Explosive N/A 0 5
Incendiary Grenade 20 Fire 6” 0 5
Smoke Grenade 15 Smoke 6” 0 5
A grenade is an explosive weapon typically thrown by hand, but can also refer to projectiles shot out of grenade launchers. Generally, a grenade consists of an explosive charge, a detonating mechanism, and firing pin inside the grenade to trigger the detonating mechanism. Once the soldier throws the grenade, the safety lever releases, the striker throws the safety lever away from the grenade body as it rotates to detonate the primer. The primer explodes and ignites the fuse (sometimes called the delay element). The fuze burns down to the detonator, which explodes the main charge.

Frag grenades are the most standard type of grenade, packing an explosive charge. This weapon is an Indirect Area of Effect.

Electromagnetic Pulse grenades are used to target complex electronic systems. This weapon is an Indirect Area of Effect.

Sticky grenades are coated with a gel that acts as an adhesive – sticking to a target allowing the grenade to deal a direct explosive blast to a model instead of an Indirect Area of Effect.

Plasma grenades release a super heated plasma that incinerates targets. This weapon is an Indirect Area of Effect.

Smart Grenades require 1 Action Point (AP) to program to a target within Line of Sight. Once the target has been acquired, the grenade can be thrown any distance. The roll to attack with this weapon still must be made.

Incendiary Grenades erupt into a pool of flames. This is an Indirect Area of Effect Weapon.

Smoke grenades can conceal an area. This is an Indirect Area of Effect weapon.

Heavy Machine Guns (HMG) Cost Ammo Range RoF Damage
FAR Heavy Machine Gun 50 Rail 48” 4 7
NAW Heavy Machine Gun 70 NAW 48” 4 7
Energy Heavy Machine Gun 70 Energy 48” 4 7
A heavy machine gun or HMG is a class of machine gun implying greater characteristics than light machine guns. They are designed to provide increased range, penetration and destructive power against vehicles, buildings, aircraft and light fortifications beyond the standard rounds used in light machine guns. Heavy Machine Guns are ordnance weapons, and can only be transported by models that are of a Large or Huge Size, though they can be used as non-portable turrets. Heavy Machine Guns, being large weapons, cause 2 wounds on a successful hit rather than the 1 wound caused by standard weapons.
Heavy Missile Launcher Cost Ammo Range RoF Damage
Missile Launcher 110 Explosive 48” 3 9
A Heavy Missile Launcher is an ordinance class  anti-tank weapon system that fires rockets equipped with an explosive warhead. Most Heavy Missile Launchers can only be carried by vehicles, or soldiers that are of a Large or Huge size. These warheads are affixed to a rocket motor which propels the missile towards the target and they are stabilized in flight with fins. Heavy missile launchers are usually automatic weapons that send a barrage of small missiles at their target. Missile Launchers are very effective against armored vehicles and Squad Integrated Dreadnoughts (SquIDs). Various warheads are also capable of causing secondary damage to vulnerable systems and other targets. Missile Launchers are Indirect Area of Effect Weapons, and their rules can be found on page 14 of the Core Rules. As these are ordnance weapons, they can only be carried by models of size Large or greater. A Heavy Missile Launcher can be deployed as a non-portable turret.
Heavy Cannons Cost Ammo Range RoF Damage
Heavy Autocannon 50 Explosive 48” 2 8
NAW  Autocannon 70 NAW 48” 2 8
Energy Autocannon 70 Energy 48” 2 8
An autocannon or automatic cannon is a large, fully automatic, rapid-fire projectile weapon that fires armour-piercing and/or explosive shells, as opposed to the rails fired by a field accelerated railgun. Autocannons have a longer range and a larger calibre than a machine gun, but are usually smaller than a field gun or other artillery. When used on its own, the word "autocannon" indicates a single-barrel weapon. They can use a variety of ammunition: common shells include high-explosive dual-purpose types, Narrow Amplitude Waves (NAW), or even Energy (such as lasers). Autocannons are ordnance weapons, and can only be transported by models that are of a Large or Huge Size, though they can be used as non-portable turrets. Autocannons, being large weapons, cause 2 wounds on a successful hit rather than the 1 wound caused by standard weapons. 
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