General Errata
- Pistol Weapons only gain half bonus to hit for semi auto and full auto
- All weapons that are realistically capable of semi automatic, have semi auto burst of 3
- Reload times for weapons are halved.
- Weapons in Dark Heresy are “Civilian Grade”. Weapons in Only War are “Military Grade”, and are +50% the price, and one step lower on the availability

Solid Projectile

Solid Projectile weapons tend to come in Cased (Stubbers and Shotguns) and Caseless (Autoguns, Autopistols) varieties. Caseless weapons tend to be more reliable, and have (mostly) standardised ammunition across the galaxy, whereas Cased weapons tend to be more powerful, and cheaper, but rarely is ammunition compatible with other Cased guns. As well, cased magazines can be reloaded with loose ammo, caseless weapons use disposable, non-refillable magazines.

Autopistol ammo comes in 18 and 32 round mags
Autogun ammo comes in 20, 50, and 100 round box mags. 100 mags are inherently unreliable though.

To get a general idea of how real life caliber convert to Dark Heresy, I am using the following:
9mm = d10+2
.45 = d10 +3

5.56 d10+3
7.62 d10+3 – AP1
.50 BMG d10+4 – AP3

Solid Projectile Gun Table

Name Class Range RoF Dam Pen Mag Rld Special Cost Availability
Autopistol Pistol 30m S/3/6 1d10+2 0 18 Full Concealable 75 Common
Autocarbine Pistol 60m 3/-/10 1d10+2 0 32 Full Pulse 120 Average
Autogun Basic 90m S/3/10 1d10+3 0 50 Full 100 Common
Pulse: Many Autocarbines are fitted to fire an instant 3 round burst with a pull of the trigger. A pulse shot does not modify the attack roll, but does d10+4 for Autopistol ammo, or d10+6 for Autorifles.
Machine Pistol Pistol 30m S/3/10 1d10+2 0 30 Full 75 Common
Stub Revolver Pistol 30m S/3/- 1d10+3 0 6 2Full 40 Plentiful
Light Stub Pistol Pistol 30m S/3/- 1d10+2 0 16 Full 50 Plentiful
Heavy Stub Pistol Pistol 30m S/3/- 1d10+3 0 9 Full 60 Plentiful
Hand Cannon Pistol 35m S/3*/- 1d10+4 1 5 Full *Recoil (4) 65 Average
Submachine gun Basicl 50m S/3/10 1d10+2 0 30 Full 75 Average
Assault Rifle Basic 90m S/3/10 1d10+3 0 30 Full 150 Average
Hunting Rifle Basic 150m S/-/- 1d10+3 1 50 Full Reliable 75 Common
Marksmens Rifle Basic 150m S/3/- 1d10+3 1 10 Full Accurate 200 Average
Anti Material Rifle Basic 200m S/*3/- 1d10+4 3 10 Full Brace, *Recoil (4) Accurate 300 Scarce
Recoil: A strength bonus equal to the rating is required to use this weapon in (semi) automatic, or else a point of fatigue is applied to activities using the shooting hand. _
DB Shotgun Basic 30m S/2/- 1d10+4 0 2 Full Reliable, Scatter, Twin-Linked 60 Common
Pump Shotgun Basic 30m S/-/- 1d10+4 0 8 2Full Reliable, Scatter 75 Average
Combat Shotgun Basic 30m *S/3/ 1d10+4 0 8 2Full Scatter, *Reliable 120 Scarce
Assault Shotgun Basic 30m S/3/6 1d10+4 0 18 Full Scatter 175 Common
Arbiter Shotgun Basic 40m S/-/- 1d10+6 0 12 2Full Scatter, Tearing 200 Rare
Slugs: Shotguns can be loaded with slugs, in which they lose their Scatter ability. Many special rounds are only available as slugs.


Dark Heresy Vincent_767