Iron Guard Personal Equipment

Ranged Weapons

Launchers and Grenades

LAUNCHERS AND GRENADES
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Grenades
Anti-Armor Grenade Thrown SB*3 - 2d10+4 X 6 - - - All 1 RP for 3
Blind Grenade Thrown SB*3 - - - - - Blind (3) Fed/New World 1 RP for 3
Flashbang Grenade Thrown SB*3 - - - - - Blast (10), Flashbang All 1 RP for 6
Frag Grenade Thrown SB*3 - 2d10+2 X 0 - - Blast (4), Tearing All 1 RP for 6
Incendiary Grenade Thrown SB*3 - 1d10+3 E 5 - - Blast (3), Flame All 1 RP for 6
Mines
Anti-Armor Mine - - - 3d10+10X 10 - - Blast (1), Mine All 1 RP for 2
Frag Mine - - - 2d10+4X 4 - - Blast (6), Mine All 1 RP for 3
Motion Claymore Mine - 10m - 1d10+5I 3 - - Spray, Mine All 1 RP for 3
Missiles
Anti-Armor Missile - - - 4d10+10x 10 - - Blast (1) All 1 RP for 1
Frag Missile - - - 2d10+4X 4 - - Blast (6), Devastating (6) All 1 RP for 3
Launchers
Guard RPG Launcher Heavy 120m S/-/- - - 4 Full Loads Grenades Iron Guard 1 RP
Guard Missile Launcher Heavy 250m S/-/- - - 4 Full Loads Missiles Iron Guard 4 RP
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Launchers and Grenades Special Qualities
Name Effect
Blind (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 rounds. Blocks advanced sensors (SENTINELS etc).
Flashbang Any within blast radius must test Agility+10 or be blinded for a number of rounds equal to 1+Degrees of Failure.
Mine Mines are set to detonate automatically when a target enters its range or blast radius. Laying a mine is a Demo+20 test. Does not trigger on allies.
Smoke (X) Creates a dense cloud of smoke with a radius of X. Lasts for 1d10+10 rounds. Blocks normal vision only.

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Bolt Weapons

BOLT WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Guard Bolt Pistol Pistol 30m S/3/- 1d10+8X 4 12 Full Special Bolts, Tearing, Guard Iron Guard -
Basic Weapons
Guard Bolter Basic 110m S/3/4 1d10+8X 4 32 Full Special Bolts, Tearing, Guard Iron Guard -
Guard Stalker Bolter Basic 200dm S/-/- 1d10+8X 4 16 Full Accurate, Special Bolts, Tearing, Iron Guard Iron Guard 2 RP
Guard Storm Bolter Basic 110m S/3/6 1d10+8X 4 60 2Full Special Bolts, Storm, Tearing, Guard Iron Guard 2 RP
Heavy Weapons
Guard Heavy Bolter Heavy 140m -/-/10 1d10+10X 5 60 3Full Devastating (5), Inaccurate, Special Bolts, Tearing, Guard Iron Guard 4 RP
General Weapon Special Qualities
Special Bolts Bolt Weapons may be equipped with special bolt clips, outlined below. 1 clip may be taken per 1 RP. Special bolt clips often come with ammo, range or special quality modifiers, outlined in the ammo entry. Special Bolt clips are unaffected by 'Increase Rage or 'Expanded Capacity' upgrades.
Name Effect Range Effect Clip Effect Quality Effect
Special Bolts: Disruptor Bolts Enemies with AT Fields lose 10% Deflection, cumulative per hit, until the start of next round. - Halved -2 Damage
Special Bolts: Dragonfire Bolts All objects within 2dm of hit must test agility or burst into flame. - - -2 Damage, Overheat
Special Bolts: Iron Vengeance Bolts +4 Pen, Felling (2). On a hit roll of 91-100, the gun explodes, dealing a single hit to the arm of the wielder. Halved Quartered -
Special Bolts: Metal Storm Bolts Weapon gains the Blast (2) quality. - - -2 Damage, Penetration

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Flame Weapons

FLAME WEAPONS
Basic Weapons
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Guard Assault Flamethrower Basic 30m S/-/- 1d10+5E 4 6 Full Flame, Spray, Guard Iron Guard -
Heavy Weapons
Guard Heavy Assault Flamethrower Heavy 40m S/-/- 1d10+6E 4 10 2Full Flame, Spray, Guard Iron Guard 2 RP

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Maser Weapons

MASER WEAPONS
Basic Weapons
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Guard Scatter Maser Basic 30m S/4/5 1d10+4 E 4 20 Full Reliable, Maser, Scatter, Variable, Guard Iron Guard -
Heavy Weapons
Guard Maser Repeater Cannon Heavy 130m S/5/- 2d10+5E 5 10 2Full Maser, Reliable, Variable, Guard Iron Guard 2 RP
Guard Maser Cannon Heavy 300m S/-/- 3d10+10E 10 4 2Full Maser, Reliable, Recharge, Variable, Guard Iron Guard 4 RP
Maser Special Qualities
Maser Masers gain a +20 to confirm Righteous Furies, and possess the Proven (4) Quality.
Variable Maser Weapons have the Variable quality, which allows the gun to be fired in one of four modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Overcharge Weapon gains +1 damage. 2 Ammo -
Overload Weapon gains +2 damage and +2 Penetration. 4 Ammo Reliable replaced with Unreliable
Tactical Hits with this weapon, even if dealing no damage, treat the enemy as though hit by a Markerlight. 1 Ammo -2 damage, Penetration
Surface Focus Weapon gains the Acid (1) Quality. Single shot only. 4 Ammo -2 Damage, Penetration

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Positron Weapons

POSITRON WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Guard Positron Pistol Pistol 20m S/-/- 1d10+7 E 7 8 2 Full Maximal, Positron, Overheat, Guard Iron Guard -
Basic Weapons
Guard Positron Rifle Basic 90m S/2/- 1d10+8 E 7 30 2 Full Maximal, Positron, Overheat, Guard Iron Guard 2 RP
Heavy Weapons
Guard Positron Cannon Heavy 160m S/-/- 2d10+10 E 10 8 3 Full Blast (1), Maximal, Recharge, Overheats, Positron, Inaccurate, Guard Iron Guard 4 RP
Positron Special Qualities
Maximal Positron Weapons have the Maximal quality, which allows the gun to be fired in one of two modes as shown below. The character chooses which mode to use at the start of their turn. Modes may modify weapon qualities, or increase the amount of ammo each shot uses; details are listed in the setting profile.
Name Effect Ammo Used Per Shot Quality Effect
Maximum Penetration Weapon gains +5 Penetration. 4 Ammo Recharge
Maximum Power Weapon gains +1d10 damage, gains +2 Blast if it possesses the Blast trait. Single shot only. 4 Ammo Recharge

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Special Weapons

SPECIAL WEAPONS
Name Class Range RoF Dam. Pen. Clip Rld. Special Avail. Req. Cost
Pistols
Combat Mechadendrite Pistol - - - - - - Combat Mechadendrite Mech Master -
Special Weapon Special Qualities
Combat Mechadendrite Combat Mechadendrite has all the properties of a single ranged pistol (energy-based pistols have unlimited ammo) and does not need to be carried in the hand. Firing a Combat Mechadendrite takes the same action as it would with one's hands, but multiple Mechadendrites may be fired with the same action.

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Melee Weapons

Basic Melee Weapons

BASIC MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Guard Combat Knife Melee - 1d10+2 R 2 Balanced, Guard Iron Guard -
Guard Power Gauntlet Melee - 1d10+SB*2 E 4 Power Field, Unbalanced, Guard Iron Guard 2 RP
Guard Combat Shield Melee - 1d5 I 0 Defensive, Shield (3), Guard Iron Guard -

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Force Melee Weapons

FORCE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Guard Force Sword Melee - 1d10+4 R 4 AT Foci (1), Balanced, Force Weapon, Guard Apostle -
Guard Force Staff Melee - 1d10+3+SB*1.5 I 4 AT Foci (2), Force Weapon, Projection (2), Unbalanced, Guard Apostle 2 RP
Force Weapon Special Qualities
Name Effect
AT Foci (X) Weapon can maintain a number 'Maintain Half' powers, making it Maintain Free, equal to number in parentheses. Power also treats your IB (x) higher for purposes of AT Focus.
Channel As a half, channel ATP into the weapon to improve its ability. Gains +1 damage and penetration per 2 ATP. Bonus remains until the effect is no longer maintained (Maintain free).
Force Bolt After dealing damage with a Force Bolt weapon, so long as you have ATS left, you may immediately make a SR test (opposed by Willpower) and, if successful, add an extra ATS/2 to the damage dealt. You may add any Channelled ATP to your ATS for the purposes of Force Bolt.
Projection (X) This ability increases the range of AT Powers by an amount of m equal to the number in parentheses multiplied by 10.

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Progressive Melee Weapons

PROGRESSIVE MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Guard Chainaxe Melee - 1d10+5R 3 Progressive, Unbalanced, Guard Iron Guard -
Guard Chainsword Melee - 1d10+4R 3 Balanced, Progressive, Guard Iron Guard -
Guard Prog Knife Melee - 1d5+4 R 4 Fast, Nimble, Offhand, Progressive, Proven (3), Guard Iron Guard 1 RP
Guard Prog Sword Melee - 1d10+4 R 4 Balanced, Hyper-Progressive, Proven (4), Guard Iron Guard 2 RP
Two-Handed
Guard Eviscerator Melee - 2d10+4 R 5 Hyper-Progressive, Proven (4), Unwieldy, Guard Iron Guard 2 RP

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Positron Melee Weapons

POSITRON MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Guard Positron Sword Melee - 1d10+5 E 5 Balanced, Positron, Power Field, Guard Iron Guard 4 RP

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Special Melee Weapons

SPECIAL MELEE WEAPONS
Name Class Range Dam. Pen. Special Avail. Req. Cost
One-Handed
Servo-Arm Melee - 2d10+2I 4 Best, Concussive, Devastating (8), Servo-Arm, Unwieldy Mech Master -
Special Weapon Special Qualities
Name Effect
Servo-Arm Arm can be used to Grapple without forcing user into the Grapple status. Increases SB by +10 (yes, +10) for the purposes of lifting and carrying.

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Armour

Power Armour

MILITARY ARMOUR
Name Head AP Arm AP Leg AP Body AP Special Avail. Req. Cost
Iron Guard Mk3 Scout Armour 7 AP 7 AP 7 AP 8 AP Ablative, Auto-Doc (1), Chameleon, Empowering (1), Iron Guard, Light, Powered, Sealed, Sentinel, Stabilised, Stims Iron Guard -
Iron Guard Mk3 Armour 9 AP 9 AP 9 AP 10 AP Ablative, Auto-Doc (1), Empowering (2), Iron Guard, Powered, Sealed, Sentinel, Stabilised, Stims Iron Guard -
Iron Guard Mk3A "Exemplar" Armour 10 AP 10 AP 10 AP 12 AP Ablative, Auto-Doc (1), Empowering (2), Fortified, Iron Guard, Powered, Sealed, Sentinel, Stabilised, Stims Iron Guard 2 RP

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Armour Quality List

Positron Weapon Special Qualities
Name Effect
Ablative Armour nullifies the first attack against a covered area that deals damage after Soak or AP.
Auto-Doc (X) Armour possesses X loads of biogel which may be administered to wearer as a Free. Armour heals 1 wound and 1 Fatigue per hour, but cannot heal Critical Damage. Comes with 6 shots of morphine, and the wearer also is granted a +10 bonus to toxic/gas attacks.
Auto-Stabilised Wearer may fire semi and full auto as a Half Action.
Bulky (X) Armour reduces wearer's Agility by X, and removes their ability to run or dodge.
Chameleon As a half, activate Chameleon Mode. Grants +30 bonus to Concealment tests, and attacks made against wearer take a -20 penalty. Energetic activity (Running or attacking) reduces the Concealment bonus to +10 and the attack penalty to -10.
Dreadnought Wearer increases size by 1 category, is immune to Concussion, Knockdown and Grapple by anything smaller than Hulking. Immune to Smoke and Flashbangs. Gains the Auto-Stabilised Trait and may wield Heavy Weapons with one hand.
Empowering (X) Armour grants the wearer Unnatural Strength (X), stacking with any pre-existing Unnatural Strength value.
Fortified Wearer is immune to Righteous Furies.
Heavy (X) Armour can only be worn if wearer's Strength or Toughness is equal or greater than X.
Inspirational Allies who can see the wearer take +10 to WP tests.
Intimidating +10 to Intimidation tests.
Invulnerable (X) Attacks made against the armour that have a Pen less than AP trigger a 1d100 roll. If the result is below X, the attack is automatically shrugged off.
Iron Guard Armour requires the Iron Guard trait to wear. Iron Guard in this armour may fire basic weapons one-handed.
Light Armour does not incur penalties to Stealth tests.
Powered Armour has an electical power source. Wearer counts as a machine for the purposes of EMP attacks.
Sealed Armour shields wearer from most environmental dangers such as electric discharge, fire, poisonous gas etc. User can breathe underwater/in a void.
Sentinel Armour comes with a free SENTINEL Headset, which grants +20 Awareness, Unnatural Senses (30), and may be set to low-light/night/heat vision as a half.
Shimmer (X) The Armour is protected by an energy field, or holo-emitters, or the like. Attacks against the wearer reduce their DoS by X, with the attack failing if DoS is reduced to below 0.
Slippery Attempts to grapple the wearer take a -20 penalty.
Stabilised Wearer may fire Basic Weapons with one hand.
Stims Wearer only suffers the Stun status for one round max.

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Demolitions

DEMOLITIONS LIST
Name Effect Req. Cost
Demo Charge 1 kg explosive. Deals 3d10X damage, Blast 5. Deals +2 damage, +5 Blast per extra KG of explosive. Demolitions test to deploy/disarm. 1 RP per KG
Fusion Charge Unwieldy portable explosive that adheres to a flat surface. Deals 6d10E damage Pen 12, Blast 2. Demolitions -10 test to deploy/disarm. 4 RP

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Tools

TOOLS LIST
Name Effect Req. Cost
AT Scanner User gains +20 to Awareness tests, and may test Tech Use as a half action to perform an act identical to the AT Ping Power. Range of 50m. 1 RP
Climbing Harness +30 to Climb Tests, and character does not fall on a failed result. Power Armour compatible. 1 RP for 5
Combi Tool User gains +10 to Tech Use tests. Functions as combination of blowtorch, flashlight, lockpicks and toolbox. Attaches to arm.

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Melee Weapon Upgrade List

Weapons may only possess one upgrade of each type (Weight etc)
MELEE WEAPON UPGRADES LIST
Name Generic Upgrades (May possess multiple types of upgrade from this category) Weapon Type RP Cost
Damage Increase +1 Damage. All 1 RP
High Quality Weapon gains Best Quality. +10 to hit, +1 Damage. All 2 RP
Ornate +10 to Command tests whilst wielding weapon. All 2 RP
Penetration Increase +1 Penetration. All 1 RP
Throwing Frame Weapon becomes Throwing, gaining a range of 10dm. One-Handed 1 RP
Name Handle Upgrades Weapon Type RP Cost
Customised Handle Specialised wielder gains a +10 to hit with weapon. All others take a -10 penalty. All, Commission Only 1 RP
Fitted Grip Weapon gains the Precise Quality. All 1 RP
Name Weight Upgrades Weapon Type RP Cost
Balanced Weapon gains the Balanced quality or, if it possesses the Unbalanced Quality, loses it. Unwieldy Weapons become Unbalanced instead. All 2 RP
Fast Weapon gains the Fast quality. Slow weapons lose the Slow Quality instead. All 1 RP
Heavy Weapon deals +1 Damage and +1 Penetration, but takes a -10 penalty to WS tests. Shields increase their AP bonus by 1. All 1 RP
Light Weapon deals -1 Damage and -1 Penetration, but takes a +10 bonus to WS tests. All 2 RP

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Ranged Weapon Upgrades

Weapons may only possess one upgrade of each type (Scope etc)
Name Generic Upgrades (May possess multiple types of upgrade from this category) Weapon Type Req. Cost
Damage Increase +1 Damage. All 1 RP
Expanded Capacity Weapon gains +50% Higher Clip Size. All 1 RP
Penetration Increase +1 Penetration. All 1 RP
Range Increase Weapon gains +50% Range. All 1 RP
Name Barrels Weapon Type Req. Cost
Overcharge Module Weapon deals +2 Damage, halves Clip Size and gains the Unreliable Quality (or a -10 to BS if it already has it). Energy Weapons, Commission Only 2 RP
Rapid Firing Chamber Weapon increases Semi-Auto or Full Auto quality by +1. Semi/Full Weapons, Commission Only 2 RP
Name Sights Weapon Type Req. Cost
Motion Predictor +10 to BS when firing on Semi or Full auto. Semi/Full Weapons 2 RP
Red Dot Laser Sight +10 to BS when firing on single shot. Pistol or Basic 1 RP
Telescopic Sight Doubles range of Weapon for purpose of bonuses/penalties, so long as user Full Aims first. Basic Weapon 1 RP
Thermal Sight User suffers no penalties due to Darkness, +20 to Perception tests at night/darkness. Basic Weapon 1 RP
Name Stock Modifiers Weapon Type Req. Cost
Bayonet Weapon now counts as a Surovite Sword in close combat, but may not be used to parry. Basic Weapon 1 RP
Fire Selector Weapon can load up to three ammo clips. Shooter may decide which clip to draw from at start of turn. Bolt, Normal or Rail Weapons 1 RP
Pistol Grip Basic Weapon may be wielded one-handed without the usual -20 penalty, but range is halved. Basic Weapons 1 RP
Melee Attachment Weapon gains a melee attack as per the Bayonet melee weapon entry. Basic Weapons Only 1 RP
Tripod/Plate Set weapon up as Full Action. When set up, weapon gains the Auto-Stabilised trait, and the wielder gains a cover bonus of 8 AP. Must be torn down as a Full before it can be moved. Basic or Heavy Weapons 2 RP

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Armour Upgrades

Armour may only possess one upgrade of each type (Helmet etc)
Name Arm Enhancements Armour Type Req. Cost
Weapon Frame One basic weapon (or shield) may be worn along the arm, leaving the hand free to manipulate things (or wield more weapons). Power 2 RP
Name Helmet Systems Armour Type Req. Cost
SENTINEL Headset +20 Awareness, Unnatural Senses (20m). As a half, may be set to enhanced vision, removing penalties from smoke or darkness, but takes -20 penalty to resist Flashbangs. Power Armour comes inherently with this upgrade, and so the SENTINEL does not take its Helmet System upgrade slot. Military or Power 1 RP
Tactical Network Gain Gangup bonuses against enemies even with ranged attacks, so long as enemy is within sight of another ally (or allies) with Tactical Network Power 2 RP
Targeter Set Reduces total BS Penalty by 10. Military or Power 1 RP
Name Main Enhancements Armour Type Req. Cost
Inspirational Panoply +10 to all Command tests. Command tests may affect *100 more targets. Likely to draw enemy fire. Power, Commission Only 2 RP
Jump Pack Gains a Jump Pack, which requires the Drive (Personal) skill. Has six loads of fuel, which may be expended as follows: as a reaction to slow a fall of any height to a harmless speed; to deal +3 damage as part of a Charge attack; to make a single movement equal to Run speed as a half action, moving over obstacles; Flight (6) for 10 Minutes. Power Armour 3 RP
Specialised Armour Select one damage type (I,R,E,X). Armour's AP counts as +2 against it. Military or Power 2 RP
Name Leg Enhancements Armour Type Req. Cost
Magboots May be activated for free at start of wearer's turn. When activated, wearer loses 2 AB, but allows normal movement in low/zero gravity environments providing there is appropriate terrain. +10 to tests to resist being knocked prone. Power 2 RP
Name Medical Enhancements Armour Type Req. Cost
Mediglove Attached to an arm. +20 to Medicae tests, doubles the Lightly Wounded threshold for patients, doubles amt. Healed by First Aid. Comes with 1 shot of Biogel and 10 doses of morphine (or another sort of drug). Military or Power 2 RP

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