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
|