Appendix: Ranged and Melee Weapons

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Ranged Weapons

Auto-weapons

These robust weapons are automated, self-loading firearms that fire bursts of highvelocity, caseless shot. Auto-weapons come in a variety of forms, from the common autopistol to heavy support weapons like the punisher gatling cannon.
Range S AP Type
Autopistol 12" 3 - [Pistol 1]
Autogun 24" 3 - [Rapid Fire 1]
Punisher gatling cannon 24" 5 - [Heavy 20], [Sustained Hits 1]
Assault cannon 24" 6 4 [Heavy 6], [Rending]
Autocannon 48" 7 4 [Heavy 3]
Quad-gun 48" 7 4 [Heavy 4], [Interceptor], [Skyfire], [Twin-linked]

Battle Cannon

The turret-mounted battle cannon is the most common battle tank armament in the 41st Millennium. The heavy, explosive rounds of a battle cannon are capable of devastating infantry regiments and annihilating enemy tanks with equal ease.
Range S AP Type
Battle cannon 72" 8 3 [Heavy 1], [Large Blast]

Boltguns

The boltgun, or bolter, fires small missiles known as ‘bolts’. Each self-propelled bolt explodes with devastating effect once it has penetrated its target. There are many variations of boltguns, from the short-barreled bolt pistol to the Vulcan mega-bolter often mounted on Titans and other super-heavy vehicles.
Range S AP Type
Bolt pistol 12" 4 5 [Pistol 1]
Boltgun 24" 4 5 [Rapid Fire 1]
Storm bolter 24" 4 5 [Rapid Fire 2]
Heavy bolter 36" 5 4 [Heavy 3]
Vulcan mega-bolter 60" 6 3 [Heavy 15], [Sustained Hits 1]

Combi-weapons

Combi-weapons are boltguns that have been specially modified by skilled artisans. Each has been expertly converted to house another weapon with only a limited charge, allowing the bearer a single destructive shot.

A model armed with a combi-weapon can choose to fire either the main boltgun, or the secondary weapon. You can elect to fire both, albeit with a -1 penalty to hit for both profiles. Each combi-weapon has only one secondary weapon. The main and secondary weapons of a combi-weapon fire at the same time as all other similarly named weapons in that unit. For example, the ‘boltgun’ part of a combi-weapon fires at the same time as all other boltguns in the unit.

Range S AP Type
Main Weapon
Boltgun 24" 4 5 [Rapid Fire 1]
Secondary Weapons
Flamer Template 4 5 [Assault 1], [Ignores Cover]
Grav-gun 18" * 2 [Salvo 2/3], [Concussive], [Graviton]
Meltagun 12" 8 1 [Assault 1], [Melta]
Plasma gun 24" 7 2 [Rapid Fire 1], [Gets Hot]

Flamer Weapons

Flamers are short-ranged weapons that spew out highly volatile clouds of liquid chemicals that ignite on contact with air. They are primarily used to scour the enemy from defended positions, as walls are of no defence against blasts of superheated vapour.
Range S AP Type
Hand flamer Template 3 6 [Pistol], [Ignores Cover]
Flamer Template 4 5 [Assault 1], [Ignores Cover]
Dragon’s breath flamer Template 5 4 [Assault 1], [Ignores Cover]
Flamespurt Template 5 4 [Assault 1], [Ignores Cover]
Heavy flamer Template 5 4 [Assault 1], [Ignores Cover]
Heat ray (dispersed beam) Template 5 4 [Heavy 1], [Ignores Cover]
Inferno cannon Template 6 4 [Heavy 1], [Torrent], [Ignores Cover]
Flamestorm cannon Template 6 3 [Assault 1], [Ignores Cover]

Grav-weapons

The secrets of grav-weapon construction are known only to a select few. In battle, gravweaponry affects the local gravity field, using its victim’s own mass against them, an ordeal that will stun those it does not kill outright. Heavily armoured targets find themselves crushed as if by the mighty fist of a god, while vehicles are left as crumpled, smoke belching wrecks.
Range S AP Type
Grav-pistol 12" * 2 [Pistol 1], [Concussive], [Graviton]
Grav-gun 18" * 2 [Salvo 2/3], [Concussive], [Graviton]
Grav-cannon 24" * 2 [Salvo 3/5], [Concussive], [Graviton]

Las Weapons

Las weapons fire packets of explosive laser energy – the larger the gun, the more powerful the shot. Regardless of size, las weapons are incredibly reliable, making them favoured tools of war throughout the Imperium.
Range S AP Type
Hot-shot laspistol 6" 3 3 [Pistol 1]
Laspistol 12" 3 - [Pistol 1]
Hot-shot lasgun 18" 3 3 [Rapid Fire 1]
Lasgun 24" 3 - [Rapid Fire 1]
Multi-laser 36" 6 6 [Heavy 3]
Lascannon 48" 9 2 [Heavy 1]
Icarus lascannon 96" 9 2 [Heavy 1], [Interceptor], [Skyfire]
Twin Icarus lascannons 96" 9 2 [Heavy 1], [Interceptor], [Skyfire], [Twin-linked]
Quad Icarus lascannons 96" 9 2 [Heavy 2], [Interceptor], [Skyfire], [Twin-linked]

Melta Weapons

Melta weapons are lethal anti-armour guns, most effective at very short range. When fired, the super-heating of the air produces a distinctive and sinister hiss. Solid rock is reduced to molten slag, and living creatures are vaporised in an instant!
Range S AP Type
Inferno pistol 6" 8 1 [Pistol 1], [Melta]
Meltagun 12" 8 1 [Assault 1], [Melta]
Multi-melta 24" 8 1 [Heavy 1], [Melta]
Melta cannon 24" 8 1 [Heavy 1], [Blast], [Melta]

Missile Launchers

Missile launchers can fire a variety of different missiles, making them incredibly versatile weapons.

All missile launchers come with frag and krak missiles as standard, and some have the option to upgrade to include flakk missiles. Each time a missile launcher fires, the controlling player must choose which type of missile is being used.

Range S AP Type
Frag missile 48" 4 6 [Heavy 1], [Blast]
Flakk missile 48" 7 4 [Heavy 1], [Skyfire]
Krak missile 48" 8 3 [Heavy 1]

Plasma Weapons

Plasma weapons fire pulses of searing energy that are extremely effective against heavy infantry and light vehicles. However, they generate enormous temperatures when fired and are thus prone to overheating – sometimes proving deadly to the firer.
Range S AP Type
Plasma pistol 12" 7 2 [Pistol 1], [Gets Hot]
Plasma gun 24" 7 2 [Rapid Fire 1], [Gets Hot]
Plasma cannon 36" 7 2 [Heavy 1], [Blast], [Gets Hot]

Stub Guns and Shotguns

This catch-all category covers various low-tech solutions to ranged warfare on high-tech battlefields. Encompassing such weapons as shotguns, stub guns and heavy stubbers (sometimes called sluggers), the common bond between all of these weapons is that they are, without exception, cumbersome, noisy and fairly primitive firearms. Often employed by gangers, law enforcement officers and even civilians across the Imperium, these weapons make a formidable din when fired, and are easy to maintain.
Range S AP Type
Stub gun 12" 3 - [Pistol 1]
Shotgun 12" 3 - [Assault 2]
Space Marine shotgun 12" 4 - [Assault 2]
Heavy stubber 36" 4 6 [Heavy 3]

Sniper Rifle

Sniper rifles have powerful telescopic sights, enabling the firer to target weak points and distant foes with unerring accuracy. Some commanders see the sniper rifle as a dishonourable weapon, but they are in the minority. Most understand that pragmatism, and dead enemies, win more battles than honour ever will.
Range S AP Type
Sniper rifle 36" X 6 [Heavy 1], [Sniper]

Missile Silo

Raining destruction upon the enemies of the Imperium, the missile silo within a Fortress of Redemption has the reach and lethality to ensure any attacking infantry are reduced to ashes long before they reach the edifice’s hallowed walls.
Range S AP Type
Fragstorm missile 18"-96" 4 5 [Heavy 1], [Barrage], [Large Blast]
Krakstorm missile 18"-96" 8 3 [Heavy 1], [Barrage], [Large Blast]


Vortex Missile Battery

Guided by complex targeting computers, vortex missiles rip a hole in space-time that swallows up anyone and anything unfortunate enough to be within their proximity.
Range S AP Type
Infinite D 1 [Heavy 1], [Barrage], [Large Blast], [Vortex]

Melee Weapons

Warriors across the galaxy employ a wide variety of close-quarter weapons. Blood-flecked chainswords and crude knives take their places alongside powered weapons of all kinds: swords, axes, hammers and many more. All such weapons are designed to bring quick and painful death to the foe, for every moment’s delay brings defeat a step closer.


Chainfist

A chainfist is a power fist fitted with a chainblade attachment designed to carve its way through armoured bulkheads. Originally designed for getting into ships during boarding actions, the whirring adamantine blades of a chainfist have long since proven their worth when engaging armoured targets of all kinds.
Range S AP Type
Chainfist Melee x2 2 [Armourbane], [Specialist Weapon], [Unwieldy]

Chainswords

A chainsword is a high-powered chainsaw fitted with hilt, pommel and guard to make it less unwieldy. It is a common weapon across the Imperium, with a quite horrifying reputation for the damage it can inflict on unarmoured flesh.
Range S AP Type
Chainsword Melee User - [Bonus Attacks 1]
Eviscerator Melee x2 2 [Armourbane], [Unwieldy]
Heavy chainsword Melee +2 5 [Bonus Attacks 1]

Dreadnought Close Combat Weapons

Some troops are armed with huge close combat weapons – hammers, wrecking balls, claws and other crushing implements of death.
Range S AP Type
Dreadnought close combat weapon Melee x2 2

Force Weapons

Force weapons are potent psychic weapons used exclusively by trained psykers. By instilling a portion of his mental might into the weapon, a psyker can strike his foe with an incredible storm of power that ravages and overloads his enemy’s nervous system, leaving him a mindless shell.
Range S AP Type
Force sword Melee +1 3 [Force]
Force axe Melee +2 2 [Force], [Unwieldy]
Force stave Melee +1 4 [Force], [Concussive]

Types of Force Weapons

Force weapons come in all shapes and sizes, but for the purposes of our game, we have three simple categories: force axes, force staves and force swords.

If a model’s wargear says it has a force weapon that has no further special rules, look at the model to tell which type of force weapon it has: if it’s a sword or dagger, it’s a force sword; if it’s an axe or halberd, it’s a force axe; if it’s a blunt weapon like a staff or mace, it’s a force stave.

Unusual Force Weapons

Many models have unusual force weapons that have one or more unique rules. If a force weapon has its own unique close combat rules, treat it as an AP3 Melee weapon with the additional rules and characteristics presented in its entry.


Lighting Claws

Lightning claws are commonly used as matched pairs and consist of a number of blades, each a miniature power weapon, normally mounted on the back of the hand.
Range S AP Type
Lightning claw Melee User 3 [Shred], [Specialist Weapon]

Power Klaw

Orks favour brutal power klaws over the more sophisticated power fists of other races. Despite their crude aspect, power klaws lack nothing in terms of raw might and can tear open the flank of a vehicle as easily as snip the heads from enemy warriors.
Range S AP Type
Power klaw Melee x2 2 [Specialist Weapon], [Unwieldy]

Power Fist

A power fist is an armoured gauntlet surrounded by a disruptive energy field. It is an incredibly destructive, but bulky, weapon.
Range S AP Type
Power fist Melee x2 2 [Specialist Weapon], [Unwieldy]

Power Weapons

A power weapon is sheathed in the lethal haze of a disruptive energy field that eats through armour, flesh and bone with ease.
Range S AP Type
Power sword Melee +1 3
Power axe Melee +2 2 [Unwieldy]
Power maul Melee +3 4 [Concussive]
Power lance Melee +1/User* 3/4*

* Power lances have two profiles for both Strength and AP. The first is used only on a turn in which a model charges; the second is used at all other times.

Types of Power Weapons

Power weapons come in all shapes and sizes, but for the purposes of our game, we have four simple categories of power weapons: power axes, power mauls, power swords and power lances.

If a model’s wargear says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has: if it’s a sword or dagger, it’s a power sword; if it’s an axe or halberd, it’s a power axe; if it’s a blunt weapon like a mace or staff, it’s a power maul; if it’s a spear or lance, it’s a power lance.

Unusual Power Weapons

Many models have unusual power weapons that have one or more unique rules. If a power weapon has its own unique close combat rules, treat it as an AP3 Melee weapon with the additional rules and characteristics presented in its entry.


Thunder Hammer

Thunder hammers release a tremendous blast of energy when they strike, slamming the foe to the ground and leaving him stunned (if he survives at all). This, combined with the crushing weight of the hammer itself, makes for an incredibly deadly weapon.
Range S AP Type
Thunder hammer Melee x2 2 [Concussive], [Specialist Weapon], [Unwieldy]

Witchblades

Witchblades are arcane Eldar weapons that augment the wielder’s physical might with that of his mind. They are the favoured weapons of Farseers and Warlocks alike.
Range S AP Type
Witchblade Melee User - [Armourbane], [Fleshbane]

Grenades

Unusual Grenades

Some grenades do not have a profile. Any effects that they have will be covered in their special rules. Unless specifically stated otherwise, these grenades cannot be thrown or used as a Melee weapon.

Assault Grenades/Frag Grenades

Assault grenades, like the ubiquitous frag grenade, can be hurled at the enemy as your warriors charge into battle. The lethal storm of shrapnel from these grenades drives opponents further under cover for a few precious moments, allowing attackers more time to close in and, hopefully, get the first blow in against a disoriented foe.

Shooting

When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range S AP Type
Assault grenade 8" 3 - Assault 1, Blast

Assault

Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

Plasma Grenades

Plasma grenades are a highly advanced type of assault grenade, commonly employed by the Eldar.

Shooting

When a unit armed with plasma grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range S AP Type
Plasma grenade 8" 4 4 Assault 1, Blast

Assault

Models equipped with plasma grenades don't suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

Vehicles and Monstrous Creatures

Unlike ordinary assault grenades, plasma grenades can be used against vehicles, gun emplacements and Monstrous Creatures in the Assault phase, using the following profile:

Range S AP Type
Plasma grenade - 4 4

Defensive Grenades

Defensive grenades, such as the photon grenades of the Tau, which emit multi-spectrum light and a sonic burst, have dual uses. When being charged, these are thrown to disorient the enemy attack; against shooting, they’re hurled to throw up clouds of concealing gas or smoke.

Shooting

When a unit armed with defensive grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range S AP Type
Defensive grenade 8" 1 - Assault 1, Blast, Blind

Assault

Models charging a unit that includes any models equipped with defensive grenades do not gain bonus Attacks from charging. However, if the charged unit was already locked in combat from a previous turn, or has Gone to Ground, these grenades have no effect and the attackers gain bonus Attacks as normal.

Haywire Grenades

Haywire grenades release electromagnetic pulses that damage vehicles.

Shooting

When a unit armed with haywire grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range S AP Type
Haywire grenade 8" 2 - Assault 1, Haywire

Assault

Unless used in assaults against vehicles, haywire grenades have no effect. When used in assault against vehicles, haywire grenades have the following profile:

Range S AP Type
Haywire grenade - 2 - Haywire

Krak Grenades

Krak grenades are implosive charges designed to crack vehicle armour.

Shooting

When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a grenade, rather than using another shooting weapon.

Range S AP Type
Krak grenade 8" 6 4 Assault 1

Assault

Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, krak grenades have no effect. When they are used in assaults against vehicles, gun emplacements or Monstrous Creatures, krak grenades have the following profile:

Range S AP Type
Krak grenade - 6 4

Melta Bombs

Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.

Shooting

Melta bombs are cumbersome devices. Melta bombs cannot be used to make a shooting attack.

Assault

Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, melta bombs have no effect. When used in assaults against vehicles, buildings, gun emplacements or Monstrous Creatures, melta bombs have the following profile:

Range S AP Type
Melta bomb - 8 1 Armourbane, Unwieldy