Cartel Armory

The following is an armory for a Cartel force. (The other articles for Cartel units on this site use these weapon statistics.)


Sword


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
+0ST+0--------------------
Type:
One-Handed, Melee Weapon

 

Pistol


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
+28+2808------------
Type:
One-Handed, Direct Fire, Missile Weapon

 

Machine Pistol


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
+2(x2)8+2(x2)8+0(x2)8------------
Type:
One-Handed, Direct Fire, Missile Weapon

 

Sub Machine Gun (SMG)


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-19+2(x2)90(x2)9-28--------
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Assault Rifle


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-210+210+110010-38----
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Shotgun


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-19+28(x2)07(x2)-16--------
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Sniper Rifle


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-310+210(x2)+110(x2)010(x2)-210(x2)-39
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Light Machine Gun (LMG)


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-311+3(x3)11+1(x2)11-210--------
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Heavy Machine Gun (HMG)


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
-413+3(x3)13+1(x2)13-212--------
Type:
Two-Handed, Direct Fire, Missile Weapon

 

Flame Thrower


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
------------------------
Type:
Two-Handed, Directly Placed Template Weapon

Special Rules:


Uses the Flamer Template, Dam 12. The Flame-Thrower is an Incendiary Weapon. When a model is hit by an Incendiary Weapon, it is set on fire and must make a successful Armor Roll or take a Wound. If it has more than one Wound, it must continue to make Armor Rolls until it succeeds or dies.

 

Grenade Launcher


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
--------010-210-410-610
Type:
Two-Handed, Ranged Template Weapon, Indirect Fire, Missile Weapon

Special Rules:


Uses the Small Explosion Template.

 

Hand Grenades


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
--+010-210--------------
Type:
One-Handed, Indirect Fire, Template Weapon, Missile Weapon

Special Rules:


Uses the Small Explosion Template.

 

Rocket Launcher (RL)


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
---------414(x3)-414(x3)-514(x3)-614(x3)
Type:
Two-Handed, Direct Fire, Missile Weapon, Anti-Tank

 

Vehicle Mounted LMG


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
----+1(x2)11+4(x3)11+2(x2)11+1(x2)11-19
Type:
Mounted, Direct Fire, Missile Weapon

 

Vehicle Mounted RL


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
---------214(x3)-314(x3)-414(x3)-514(x3)
Type:
Mounted, Direct Fire, Missile Weapon, Anti-Tank

 

Explosive Charges


CCP.B. (6")Short (12")Med (24")Long (36")Ext (48")
HitDamHitDamHitDamHitDamHitDamHitDam
------------------------
Type:
Special

Special Rules:


When in base contact with a Covered vehicle, building or door, a model armed with Explosive Charges may spend 1 Action to place 1 Explosive Charge. Place an Explosives Counter beside the target to show that a Charge has been placed. before rolling for Initiative at the start of the next Turn, roll on the following table for each Explosive Charge placed.

1-15 Explosives detonate, causing Dam 14(x3); remove the counter
16-19 Explosives fail to detonate, nothing happens; remove the counter
20 Explosives do not detonate this Turn; leave the counter in place and roll again next Turn