Artillery

Artillery Equipment

Infantry units can be customized to a far greater degree than other unit types, with a regiment's employer able to ordain their uniform, weapons of choice, and the various sundry items available to them. While this is, of course, only a general guideline at best — even the most disciplined of soldiers is prone to collecting mementos, contraband, or modifications to his equipment — there are a few standards items typically supplied to all but the most despicable of penal legions. The items provided as part of a typical Imperial soldier's kit, regardless of their combat role, are as follows:

  • One uniform
  • One utility knife
  • One rucksack
  • One compact set of basic tools
  • One mess kit and canteen
  • One blanket and sleep bag or bedroll
  • One rechargeable lamp pack (48hr)
  • One personal grooming kit
  • One set of cognomen tags
  • Two weeks' rations

The above list can of course be modified by a unit's employers as they see fit, but is provided as an example of the basic comforts expected by most conscripts. Many armed forces also include a universal backup weapon, often a laspistol or autopistol, but there are doubtlessly just as many which do not. Note that the example kit does not include primary armaments, armour, or tactical equipment, all of which are typically selected based on a unit's role. A flak vest is likely the closest thing to a protective standard the Imperium has for new recruits, perhaps with a matching helmet if their commander is feeling particularly generous. Soldiers assigned to a scout team may be fortunate enough to receive magnoculars and even chameleoline. On the other hand, those picked for line duty are often thrown into battle with little else added to their kit beyond a basic firearm and a few spare clips of ammunition.

Tier Upkeep Special
Light 0 Man-Portable
Medium +1 +10 Dig In
Heavy +2 Heavy Weapon Training
Super-Heavy +4
Armour Upkeep Defence Qualities
Low-Tech -1 -2
Industrial -1 -1
Military-Grade 0 0
Clothing Per Requires Effects
Chameleoline Individual +3 Cover on Dig In, +20 Stealth
Clip Harness Individual Risk-free climbing.
Filtration Plugs Individual Filter (1)
Goggles, Photosight Individual No darkness penalties.
Goggles, Preysense Individual No penalties and +20 to visual tests in darkness.
Rebreather Individual Sealed
Respirator Individual Filter (2)
Elite Gear Upkeep Requires Effects
Grav Chute 1 Operate Drop
Jump Pack 2 Operate Drop, Hover, +2 Move
Equipment Per Requires Effects
Suppressor Individual Sniper
Magnoculars Squad +1 Spotting Range
Microbead Individual 1km communication.
Pict-Relay Individual Transmit real-time video.
Targeter Squad +1 Attack with Mortars and Missiles.
Vox-Caster Unit Tech-Use 100km communication.
Light Artillery
Infantry, Heavy Upkeep Defence Move Crew Other
Team, Missile 0 * 1 2 As Infantry
Team, Mortar 0 * 1 3 As Infantry
Medium Artillery
Artillery Upkeep Defence Move Crew Other
Carriage 0 6 0 3 Wheeled, Towed
Griffon +1 10 35 4 Tracked, Open-Topped
Wyvern +1 10 25 5 Tracked, Enclosed
Heavy Artillery
Artillery Upkeep Defence Move Crew Other
Platform 0 8 0 5 Wheeled, Towed
Basilisk +1 10 17 4 Tracked, Enclosed OR Open-Topped
Manticore +1 10 30 4 Tracked, Enclosed
Medusa +1 10 17 4 Tracked, Enclosed OR Open-Topped
Super-Heavy Artillery
Artillery Upkeep Defence Move Crew Other
Crassus, Dominus 0 15 15 4 Tracked, Enclosed, Ponderous, Reinforced
Crassus, Praetor 0 15 15 4 Tracked, Enclosed, Ponderous, Reinforced
Minotaur 0 14 12 4 Tracked, Enclosed, Reinforced
Artillery Weapons
Man-Portable
Heavy Upkeep Attack Range Qualities
Launcher, Missile +1 * 2
Mortar, Light +1 * 2 Deploy, Indirect
Medium Ordnance
Artillery Upkeep Attack Range Qualities
Mortar, Heavy 0 * 2 Indirect
Mortar, Thudd 0 * 2 Indirect, Rapid (4)
Mortar, Stormshard +1 2d5+1 2 Area (2), Indirect, Rapid (4), Tearing
Heavy Ordnance
Weapons Upkeep Attack Range Qualities
Cannon, Earthshaker 0 4d5+9 4 Area (5), Indirect, Recharge
Cannon, Medusa 0 * 2
Rocket, Manticore +1 * 5 Load-Assist
Super-Heavy Ordnance
Weapons Upkeep Attack Range Qualities
Cannon, Earthshaker (Twin) 0 4d5+9 4 Area (5), Indirect
Ammunition - 1 Upkeep per 2 Ammo Types
Missile Attack Qualities
Frag 2d5+2 Area (2)
Krak 1d5+8 Anti-Air (Inferior), Anti-Armour (2)
Minefield 2d5 Fear (1), Precise
Scatter 2d5 Area (3), Indirect
Mortar, Light Attack Qualities
Frag 2d5+1 Area (2)
Minefield 2d5 Precise, Fear (1)
Scatter 1d5+2 Area (3)
Starflare 0 Flare
Mortar, Heavy Attack Qualities
Frag 3d5+3 Area (3)
Minefield 2d5 Area (3), Fear (1), Precise
Infernus 2d5+3 Area (3), Flame
Siege 2d5+8 Area(1), Siege
Mortar, Thudd Attack Qualities
Frag 2d5+2 Area (2)
Infernus 2d5 Area (2), Flame
Shatter 1d5+6 Anti-Armour (2)
Mortar, Thudd Attack Qualities
Frag 2d5+3 Area (1)
Manticore Attack Qualities
Manticore 4d5+12 Area (7), Fear (3), Indirect
Sky Eagle 4d5+12 Anti-Air (Superior), Skyshield (20)
Storm Eagle 6d5+2 Area (4), Fear (4), Indirect, Rapid Fire (3)

Traits

Amphibious
Amphibious units treat water as open terrain.
Anti-Air (Inferior)
Units with this trait deal 75% damage to air units.
Anti-Air (Superior)
Units with this trait deal 100% damage to air units.
Automated
Automated units do not have an officer and act according to preset behavior. Another unit with the appropriate training can adjust this behavior if in physical or wireless contact.
Bike
Though technically mechanized infantry, units mounted on bikes are relatively small yet fast, reducing the Anti-Vehicle quality of incoming attacks by 1.
Enclosed
Enclosed units share Defence with their passengers. If an Enclosed unit is Sealed or Filtered, its passengers also gain that trait.
Enhanced Auspex
Units with this trait gain +20 Awareness and a Spotting Range of 2, provided they are trained in Tech-Use.
Enhanced Motive Systems
Units with this trait gain a +10 bonus on the Charge, Floor It, and Push Through orders.
Command & Control
The officer of units with this trait gains +10 Command and can directly lead a number of units within communication range up to their Fellowship Bonus.
Command & Control, Improved
The officer of units with this trait gains +20 Command, can directly lead a number of units within communication range up to their Fellowship Bonus, and rerolls failed Command Tests.
Damage Control
Units with this trait ignore one Righteous Fury per round.
Drone (X)
Units with this trait are remotely-controlled from a distance of no more than the number in parentheses (X). Orders are given using the controlling unit's Tech-Use skill in place of Command.
Fear (X)
Units with this trait reduce enemy units' Morale by X every time they deal damage after Cover and Defence.
Filter (X)
Units with this trait reduce the Gas quality of incoming attacks by an amount equal to the number in parentheses (X). A Gas attack reduced to Gas (0) deals no damage and applies no effects to the defender.
Firing Ports
Passengers inside a unit with this trait can still attack independently and ignore the Deploy quality, but halve their Force Multiplier and temporarily lose the vehicle's Filter and Sealed traits to do so.
Fortified (X)
Units with this trait impose a penalty on enemy Charge or Push Through orders equal to 10 times the number in parentheses (X).
Open-Topped
Passengers inside a unit with this trait can still attack independently, ignore the Deploy quality, and gain Cover equal to 25% of their vehicle's Defence (rounded down).
Machine
Units with trait ignore the Gas quality and cannot lose Morale.
Ponderous
Ponderous units do not retaliate if surprised while Advancing, and cannot make use of the Double Time or Push Through orders.
Reinforced
Units with this trait ignore one Righteous Fury per round.
Rugged
Units this this trait grant a +20 for Repair Tests.
Sealed
Units with this trait are immune to Gas attacks.
Shielded (X)
Shielded units reduce all incoming damage by the number in parentheses (X).
Stable
Stable units can attack using weapons with the Deploy quality even when not Dug In.
Skyshield (X)
Units with this trait grant all allies within attack range Cover against air attacks equal to their Forced Multiplier times the number in parentheses (X).
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