Weapons

Ultramarines by John Blanche
John Blanche, Ultramarines

Basic

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
0-44-18-141D6+4
0-44-18-131D6+3
0-44-18-1+141-2D6+D3+4
6Auto31-1D6+3
6Auto6D6-32D6+6
6Auto****
0-1212-24 +131D6+3
0-66-12****
0-1212-24 +141-1D6+4
0-1212-24-131D6
0-1616-32-141D6
Large Flamer Template-2
0-1212-32+161-2D6+6
0-66-184D3-2D6+4+D3
Doom Siren Template*S+D61S+D6
Medium Flamer Template41-2D6+4
Medium Flamer Template31-2D6+3
0-88-1641-1D6+4
0-88-16+141D6+4
0-66-24+141-2D6+4
0-88-16+1*
0-2020-72-131-1D6+3
0-2020-60-16D6-32D6+6
0-6Auto31D6+3
0-88-16-141D6
0-1212-24 +141-1D6+3
0-66-12+15D3-3D6+D3+5
0-1212-24 +131-1D6+3
0-66-12 +18D6-42D6+8
0-66-24+171-2D6+7
0-1212-24-131-1D6+3
0-1616-32 +11-1D6+3
0-88-16-1****
0-66-24 +171-2D6+7
0-66-12Auto-241D6+4
0-44-18-141D6+4
0-44-18-131D6+3
0-1212-24+141-2D6+4
0-1212-32+141-2D6+4
0-1212-3231-1D6+3
0-66-18+15D3-2D6+D3+5
0-1212-24+1-41-1D6+4
Small Flamer Template
0-66-128D3-4D6+D3+8
0-88-16*

Close combat

WeaponStrengthDamageSave ModifierArmour PenetrationSpecial
User1S+D6
User+1D3S+D6
User1S+D6
User1-3D6+D12+6
User+11-2S+D6
10D4-6D20+D4+D6+10
41-12D6+4
5D3-3
User+11S+D6
User+Mastery1SpecialS+D6
User+Mastery1SpecialS+D6
User+Mastery1SpecialS+D6
User+1D3S+D6
61-2D6+D12+6
User1S+D6
41-1
8D3-5*
User1S+D6
User1S+D6
51-2D6+5
61-3D6+D12+6
81-5D6+D20+8
81-5D6+D20+8
5D3-22D6+D3+5
51-3D6+5
61-3D6+D12+6
51-32D6+5
81-5D6+8
User1S+D6
D6-5*
User+21S+D6

Grenades

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 231-1D6+3
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2--16D6-32D6+6
8D6-4D6+D20+8
User S x 2 + 2****
User S x 2 + 251-2D6+5
User S x 2 + 2D6+41-32D6+D4
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****
User S x 2 + 2****

Heavy

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
0-1212-32+18D10-3D6+D10+8
0-2020-708D10-3D6+D10+8
0-1818-36-14-1D6+4
0-1818-36+18D6-42D6+8
0-2020-40D6+4D6-33D6+8
0-2020-72+1+18D10-6D10+D6+8
0-1212-36+16D6-32D6+6
0-2020-7241-1D6+4
0-2020-405D4-2D6+D4+5
0-2020-40D6-2D6+5
Large Flamer Template51-3D6+5
0-2020-407D4-2D6+D4+7
0-2020-7210D10-6D6+D10+10
0-2020-4041-1D6+4
0-1212-24****
0-2020-6092D6-63D6+9
0-2020-7241-1D6+4
0-2020-728D10-6D6+D10+8
0-2020-728D6-42D6+8
0-2020-7251-2D6+5
0-2020-72****
0-2020-72****
0-2020-407D4-2D6+D4+7
0-2020-7210D10-6D6+D10+10
Guess 12-6041-1D6+4
0-2020-60 +16D4-1D6+D4+6
0-1212-24 +182D12-4D6+2D12+8
0-2020-408D6-32D6+8
0-2020-40+15D4-3D6+D4+5
0-1616-328D10-3D6+8+D10

Pistol

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
0-88-16 +231D6+3
0-88-16 +241-1D6+4
Small Flamer Template41-2D6+4
0-88-16 +2-141D6+3
0-88-16 +2-131D6+3
0-66-18+2-161-1D6+6
0-88-16 +231-1D6+3
0-66-18 +2-161-1D6+6
0-66-12+241-2D6+4
Medium Flamer Template41-1D6+4
0-88-16-131D6+3
0-44-8-1****

Support

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
0-2020-7282D6-33D6+8
0-1212-24102D6-33D6+10
0-1616-32**Auto
Guess 12-48"31-1D6+3
Guess 12-48"5D3-3D6+D3+5
Guess 12-48"8D10-4D6+D10+8
*Large Flamer Template6D6-42D6+6
12-2424-72
0-2020-6092D6-63D6+9
0-1818-72 +192D10-6D6+2D10+9
0-2020-60+161-1D6+6
0-2020-6092D6-63D6+9
0-1212-72-161-2D6+6
0-2020-72***1-2*

General Weapon Special Rules

Name

Rule

Related

This weapon is mounted on an anti-grav platform, which is considered a separate target from its crew. It may be turned to face any direction and moved up to 4" in the Movement Phase. It requires only one of its two crew members to move it, and may not move through difficult terrain or over obstacles.

At short range, a model may select either of the crew or the weapon itself as the target. At long range, shots are randomised between the gun and crew. If either of the crew is killed the weapon may still continue to move and fire as long as the other is alive. If both crew are killed the weapon remains on the table but does nothing while it has no crew.

If the weapon has an Armour Value of 10 as if it were a vehicle. The attacking player rolls to penetrate the weapon's armour—penetrating shots automatically destroy it. Crew whose weapon has been destroyed may continue to fight independently, join other support weapons as additional crew, or take over support weapons which have no crew.

Any foliage based terrain in the blast radius is destroyed and removed from the table—is harmless to everything else.

This weapon has a Blast area of 1.5".

This weapon has a Blast area of 1".

This weapon has a Blast area of 2".

This weapon has a Blast area of 3".

A cloud lingers where the Blast detonated. From the next turn onward, models can be hit by it as long as it persists.

Models which survive a hit from this weapon Catch on Fire on a D6 roll of 4+.

This weapon causes Fear

This weapon may be used in Close Combat.

Once a web gun has hit its target, they are Enmeshed—no Damage roll or Armour Save is made. The victim may do nothing until released using a special web solvent carried by models equipped with web guns.

At the start of their turn, any Enmeshed models may attempt to free themselves.

To do so, the player rolls a D6 and adds the Enmeshed model's Strength. If the score is 9 or more, the model is freed and may move and act normally. If the model fails to break free, it must immediately make its normal saving throw, and if this is failed, the model sustains 1 damage.

Enmeshed vehicles may attempt to escape by rolling on the following chart:

Vehicle Escape Chart (D6)

1
Fail—trapped for the remainder of the game.
2-3
Fail—remains trapped but may try again next turn.
4
Fail—remains trapped but one randomly determined weapon is freed and may be used normally.
5-6
Free—the web is destroyed and the vehicle may act as normal from this turn.

This shell locks onto a target's energy signature and may be fired at Hidden targets providing they have already been Detected.

Nominate a direction within the weapon's 90° front firing arc. Declare the distance you wish to fire, in inches, without measuring—you must guess or estimate the range to the best of your ability. The declared distance must be within the weapon's minimum and maximum range.

Measure the declared distance from the weapon in the nomiated direction and place the blast marker at that point. Roll a Scatter Dice and Artillery Dice together, then consult the Guess Range Scatter Chart:

Scatter Roll

Artillery Roll

Outcome

Number
Move the Blast Marker the number of inches rolled on the Artillery Dice in the direction indicated by the Scatter Dice.
Hit
Number
The Blast Marker does not move.
Any
Misfire
Ignore the Scatter Dice. The projectile was a dud; the shot has no effect at all.

Once firing is resolved, any models entirely covered by the template are hit; any models partially covered by the template are hit on a D6 roll of 4+.

Guess Range weapons should be fired first during the Shooting Phase.

Imperium only. Always wounds living targets on a D6 roll of 2+&mdash. Non-living targets such as robots and vehicles cannot be harmed by Hellfire shells—instead treat the attack as a normal heavy bolter shot.

If the target passes its armour save, splinters of glass and gobbets of mutagenic acid may rebound and hit other models within 2". Roll a D6 for each model within 2" of the original target. On a score of 6 that model is hit and automatically suffer 1 wound with a normal Armour Save.

Ordinary troopers (not vehicles, robots, Terminators, or Dreadnoughts) hit but not killed are knocked back 2" and will fall over on a D6 roll of 4+. Troops which have fallen over must spend their entire next Movement Phase standing back up.

If you roll a 6 when determining Armour Penetration, roll a further D6 and add it to the score.

May only be used by mounted models.

Infantry may choose to move or fire this weapon but not both.

When used against living targets, roll to hit as normal. If the weapon hits, immediately make an Armour Save—no Damage roll is required. The toxin automatically wounds if the armour save fails. This rule does not affect Daemons, the Eldar Avatar, Tyranids, or Genestealers, though Genestealer Hybrids are affected as normal.

These Plasma Weapons date from the era of the Horus Heresy, when the technology was prone to overheating and leaking energised plasma onto the user. Unlike standard Plasma Weapons, these do not need a turn to recharge after firing. However, if a Jam is rolled on the Sustained Fire Dice, the plasma system overloads—roll another Sustained Fire Dice and consult the chart below.

Plasma Overload Chart (Sustained Fire Dice)

Jam
Meltdown—the weapon is destroyed as it explodes with the same effects as a Plasma Grenade centred on the firing model.
1
Overheating—the firing model suffers a S2 hit causing 1 wound with a -1 save modifier. The weapon is also Jammed.
2
Severe Overheating—the firing model suffers a S4 hit causing 1 wound with a -2 save modifier. The weapon is also Jammed.
3
Plasma Leak—the firing model suffers a S6 hit causing 1 wound with a -3 save modifier. Once the hit has been resolved the leak stops, leaving the weapon Jammed.

This weapon may be used to Parry one attack.

Armour Penetration against vehicles is always D6, regardless of Strength. Any target with an Armour Save of 4+ or better automatically has its saving throw improved to 2+ when hit by this weapon.

If this weapon is fired then then it may not be fired in the next Shooting Phase.

Blocks Line of Sight and cannot be Shot through or into. Models hidden inside a cloud cannot be targeted by Psychic Powers and fight at half their Weapon Skill if engaged in Hand-to-Hand Combat.

This weapon is capable of shooting more than once and may roll up to 1 Sustained Fire Dice.

This weapon is capable of shooting more than once and may roll up to 2 Sustained Fire Dice.

This weapon is capable of shooting more than once and may roll up to 3 Sustained Fire Dice.

Any models whose base is wholly within the template area are hit automatically. Any models whose base is partially within the template area are hit on a D6 roll of 4+.

This weapon must be mounted on a vehicle—it cannot be operated by infantry or independent crew.

Unique Weapon Special Rules

Name

Rule

The Assault Cannon can be particularly dangerous if it Jams—the sudden stopping of the motor can cause the weapon to explode. If you roll 3 Jam results together on the Sustained Fire Dice, the cannon explodes, instantly killing the user with no Armour Save possible. If mounted on a Dreadnought, only the weapon is destroyed.

Vehicle-mounted grenade launcher which can be used in the Shooting Phase in addition to normal shooting. Fires in two salvoes of three grenades—the first grenade automatically hits a point 6" away in the Auto-Launcher's forward 90° arc; the remaining two deviate D3" from the target point.

Pre-loaded with a single grenade type— chose from Frag, Krak, or Blind. Carries 6 grenades, and when out of ammunition it may not fire again for the remainder of the battle.

Con be mounted on Basic Weapons and is pre-loaded with a single grenade type before the battle. A model may shoot either the launcher or weapon each turn, not both. The lancher's magazine is assumed to hold enough grenades to last the battle. The type of Grenades available is dictated by the army list.

Roll to hit as normal. If the shot misses, roll to Scatter. A model hit by the seed pod suffers an S4 hit with a -1 save modifier—if wounded, it is automatically killed. Place a 3" Blast Marker over the dead model.

Roll a D6 for each model and vehicle at least partially under the template. On 1-3, the model escapes and may act normally next turn. On 4+, the model is caught by the barbs. Roll 2D6; if the roll is greater than the model's Strength—or Ram Value for vehicles—it is slain or permanently entrapped, and counts as destroyed. Otherwise, the model breaks free and may act normally next turn. Vehicles that break free move Out of Control.

Adds a Close Combat option to a Basic weapon. This entry also covers the wide variety of blades and saws which may be mounted on Basic Weapons.

A squad suffering at least one casualty from a Blastmaster must take a Break Test.

May only be used by Terminators. The Cyclone does not incur weight or movement penalties. Loaded with 12 Krak missiles—track ammunition; cannot be reloaded during battle.

The integrated Targeter and laser guider grant a +2 to hit (equally accurate at short and long range). The Marine may fire a single missile or a salvo of 2-12 remaining missiles. Alternatively, the Marine may ignore the guider and fire the Cyclone plus another weapon in the same turn—but no +2 bonus applies to either shot.

Salvo: Roll to hit as normal and position a 0.5" Blast Markerper missile in the salvo. Strength, Damage, and Save Modifier remain the same as for a single shot.

If the Terminator is hit by enemy fire, roll 2D6; on 11+, the Cyclone activates immediately. A Hit/Misfire result on Scatter also triggers this. Roll on the chart below:

Catastrophic Launch Chart (D6)

1
Explode—all remaining missiles explode; killing the Terminator outright.
2
Fire at Nearest Target—all remaining missiles launch at the nearest valid target in the 90° forward arc.
3
Fire at Furthest Target—all remaining missiles launch at the most distant target in the 90° forward arc.
4
Fire Straight Ahead—all remaining missiles launch in a salvo, travelling D6×D10" forward.
5
Missiles Move Randomly—all remaining missiles launch simultaneously in an unguided salvo. Move the salvo 2D6" straight ahead; if a target lies in its path, it hits and explodes. Otherwise, roll a Scatter Dice for direction and move a further 2D6". The missiles continue moving int this way until they leave the table or hit something.
6
Fire Separately—for each remaining missile, roll a Scatter Dice; the missile hits the closest target within 1" of a line drawn along the resulting arrow.

Uses the Heavy Flamer Template. Any model wholly or partially under the template is targeted.

To hit, roll 1D6 for each target—if the score is more than the model's Initiative, it is hit. Add +1 to the Result if the target is wholly covered by the template. A score of 6 always hits. Models that avoid the cloud are moved to the closest point on the outside edge of the template.

A model hit by the spinner cloud is pinned for the duration of the shooting phase and is automatically hit by any subsequent Death Spinner shots. Hit models failing their Armour Save are automatically slain.

Vehicle locations wholly or partially covered by the template are hit on a D6 roll of 4+. Exposed crew covered by the template are automatically hit. Armour Penetration is D6—on a 6, roll a further D6 and add it; keep rolling and adding for each subsequent 6 until a non-6 is rolled. If penetrated, roll on the following chart:

Vehicle Armour Penetrated Chart (D6)

1
One randomly determined crew member is killed.
2-4
Roll a D6 for each crew member; on 4+ they are killed.
5
Roll a D6 for each crew member; on 2+ they are killed.
6
All crew are killed.

Roll a D6 for any models within 2" of the model hit by the Deathspitter. On a 4+, they are splattered and must resolve S3 hit with no saving throw modifier.

Gains a +3 bonus to rolls on any datafax damage tables. Results modified above 6 count as 6.

This weapon may only be fired if the vehicle remained stationary during that turn—other weapons may fire normally.

To fire the Distort Cannon, place a 2" Blast Marker over the intended target, and roll a Scatter Dice. The template stays in place on a hit, or moves D6" in the direction indicated; then roll to Scatter a second time.

Any models entirely covered by the template are hit; any models partially covered by the template are hit on a D6 roll of 4+. All hit targets must make an immediate Distort Test:

Distort Test Chart (D6)

1-4
Destroyed—the target is entirely destroyed.
5
Displaced—the target is unharmed but moved physically by spatial displacement. Make an immediate Displacement Test.
6
Moved—the target is unharmed but moved physically 2D6" in a random direction.

Displacement Test Chart (D6)

1
Displaced to a random position on a randomly determined table edge.
2
Displaced 4D6" in a random direction.
3
Displaced 6D6" in a random direction.
4
Displaced D6" and inverted. If the target is a vehicle it is unharmed but upside down. Any weapons mounted on the top of the vehicle are unusable; side mounted weapons may be used normally. The vehicle is immobile but may continue to fight. Troops on board may dismount as normal. Non-vehicle models must spend their following Movement Phase standing up again.
5
Displaced 2D6" in a random direction and into the air approximately 10 metres. The target drops to the ground like a stone, sustaining an automatic S10 hit causing D6 damage, with no Armour Saves allowed. If the target is a vehicle or part of a building, any models directly underneath are hit on a D6 roll of 4+; sustaining a S10 hit causing D6 damage, with no Armour Saves allowed.
6
Displaced 2D6" in a random direction and under the ground to a depth of approximately 10 metres. Place a 2" radius blast template over the spot. All models in the blast area sustain an automatic S6 hit causing D6 damage with a save modifier of -2.

Place the template touching the firing model's base. The template moves straight forward—any models that the template moves over are hit. Partially covered models are hit on a D6 roll of 4+. The template stops if it hits a vehicle, building, or other substantial obstacle, but passes through woods, hills, and low walls.

The attack begins at S7, but is reduced by 1 for every 3" travelled—once it reaches S0 it is removed. The Save Modifier is equal to half the current Strength, rounded down. Armour Penetration against vehicles is equal to Strength at point of impact + D6.

The Doom Siren does not encumber its user, who may also carry Basic weapons. However, it cannot be used in Hand-to-Hand Combat or in addition to shooting with another weapon.

Add +2 to the wielder's Strength in the first round of combat but cannot be used afterwards. Flails cannot be parried. This category includes all related weapons, such as chains and morning stars.

Hit models not killed are driven back by the flames and must move to the nearest edge of the template.

Hit models surviving the damage are dragged 2D6" directly towards the firing model, up to base-to-base contact. The hooks cannot drag a vehicle, Dreadnought, Terminator, or any model with a Strength or Toughness of 5 or more.

A target hit by a Graviton Gun is always affected—no Damage roll is required. A living target is immobilised for the remainder of the game and may not Move or Shoot, although a Psyker may continue to use Psychic Powers.

If the target is a vehicle, roll for hit location as normal but ignore Armour Penetration. Roll for damage on the appropriate vehicle location damage chart, adding +1 to the dice score.

Against buildings, roll to hit and if a hit occurs, roll for damage and add +1 to the result.

Armed with 9 Frag missiles—track ammunition; cannot be reloaded during battle. May fire a cluster of 1, 2, or 3 missiles, or all remaining missiles at once. Roll to hit for the first missile normally; the rest automatically Scatter from this point.

A Scatter role of Hit/Misfire means the missile exploded on the launcher rack—the launcher is destroyed along with any unfired missiles. This causes no damage to the Dreadnought wearing it, but troops within 2" of the centre suffer a hit.

The Havoc Missile Launcher cannot be hit separately but any hit which penetrates the body of the Dreadnought will destroy the launcher as well.

Chaos Dreadnoughts which fail a Stupidity role will always fire all remaining missiles.

May fire three shell types—the player must declare which shell is being used before declaring a target.

The player may opt to fire directly at any target that is within the Heavy Mortar's Firing Arc and the crew's Line of Sight. When firing directly, the Choosing a Target rule still applies and the player must still roll on the Guess Range Scatter Chart.

Vehicles can become Enmeshed—roll a D6 and consult the following table:

Vehicle Speed
(Last movement phase)
To Hit
0-4" 3+
4-8" 4+
8-12" 5+
12-16" 6+
16"+ Shot is impossible

The lance tip explodes on impact during the first round of Hand-to-Hand Combat—afterwards the lance is discarded, even if the attacker missed. Charging lancers receive a +2 Combat Score for the first round only; this bonus does not apply if charged.

To fire the Inferno Cannon, place the Large Flamer Template with its tip touching the cannon, pointing in the target direction. Roll an Artillery Dice and move the template forward the number of inches equal to the result—on a Misfire the template does not move.

Any models touched by the template at any point in its movement—even on a Misfire—are hit on a D6 roll of 4+. Models wholly covered are hit automatically.

If a model is hit and killed it is removed. If it is hit but survives, roll on the Inferno Cannon Hit Table:

Inferno Cannon Hit Table (D6)

1-3
The target does not catch fire—the small amount of chemical fuel is quickly extinguished.
4+
The target is smothered with burning chemicals and Ignites.

If the target Ignites, it Catches On Fire.

The Inferno Cannon counts as a Flamer Weapon for special rules or invulnerabilities

If the attack misses, then roll to Scatter. If the result lands directly on another model, then that target is considered to have been hit and damage is worked out as normal.

+2 Strength when Charging. Mounted models only.

At the start of Hand-to-Hand Combat, a model with a Lash Whip may make 3 attacks against enemy models in base-to-base contact. Attacked models must roll under their Initiative on D6 to avoid the blades; failure means taking an S4 hit with a -1 save modifier. The model armed with the whip does not count it as an additional close combat weapon.

If a pair of Lightning Claws is worn, the model gains an extra Attack Dice. Lightning Claws penetrate vehicle armour differently from other weapons. If only one hit is scored, Armour Penetration is 8+D3+D20+D6—but if two or more hits are scored, the player may combine them into a single attack with Armour Penetration 8+3D6+D20.

Can only be used in Hand-to-Hand Combat against Vehicles and Buildings.

If a miss result is rolled, roll a Sustained Fire Dice to determine how many 1" Blast Markers to Scatter from the target. If a Hit/Misfire is rolled for any template, a Catastrophic Coil Burnout occurs.

If a Jam result is rolled on any Sustained Fire Dice, the weapon does not fire and cannot fire on its next turn (as if recharging). However, if fired at Maximum Power and a Jam is rolled, a Catastrophic Coil Burnout occurs immediately:

Catastrophic Coil Burnout (D6)

1-3
Make an immediate roll on the damage table for the arm the gun is mounted on. Models within D3" suffer an S5 hit with a -2 save modifier.
4+
Models within D3" suffer an S5 hit with a -2 save modifier, and the weapon is remains Jammed.

May be used in Hand-to-Hand Combat but the chances of a dangerous overload building up in a desperate fight are greatly increased. For each Fumble, consult the Plasma Overload Chart on the Overheats rule.

Heavy—can move a maximum of 2" per turn.

This weapon cannot target a point within 12" of itself; however, the shot may Scatter to within this distance. It can target any other point on the tabletop that is in Line of Sight of at least one crew member.

Mortar firing procedure:

  1. Nominate a target.

  2. Roll on the Mole Mortar Accuracy Chart.

    Mole Mortar Accuracy Chart (D6)

    1
    Off Target. Roll to Scatter, and then re-roll on this chart. Repeat until a result other than 1 is rolled.
    2
    Airburst
    3-4
    Surface Burst
    5
    Ground Burst
    6
    Subterranean Burst
  3. Consult the Mole Mortar Damage Table.

    Burst Type Blast Radius Strength Damage Save Modifier
    Airburst 3" 3 1 -2
    Surface Burst 2" 4 1 -2
    Ground Burst 1" 4 1 -2
    Subterranean Burst D3" 3 1 -2

A Ground Burst or Subterranean Burst leaves a permanent crater equivalent in size to the blast area of the shot. Parts of a building lying over a crater will collapse. Any vehicle that is at least 50% within the crater immediately stops and must make a D6 roll of 5+ in its next Movement Phase before it can move—tracked vehicles may move on a 4+. Any other models within the crater are placed on their side and cannot Move in their next turn, except to stand back up—they can then Shoot as normal.

May be fired in addition to another weapon, allowing the model to fire twice in the same turn. Must be pre-loaded with a single type of Grenade before the game. Only the preloaded type may be fired—grenades may not be loaded during the game. Strength, Damage, Save Modifier, and Armour Penetration are determined by the loaded grenade type.

A Plague knife drips with virulent slime. For each wound inflicted on a living creature, roll a D6—on a 6, the victim is automatically killed.

Plagueswords drip with venomous slime. For each Wound inflicted on a living creature, roll a D6—on a 4+, the victim is automatically killed.

A model armed with a Power Scourge gains +2 Attacks. Hits are resolved at the wielder's Strength. The Scourge is impossible to Parry. Additionally, multiple combatants do not gain their normal bonuses (+1 combat resolution and extra Attack Dice).

You may re-roll up to one Sustained Fire Dice. The second roll always counts, even if it is worse.

Any Psyker in base-to-base contact with the wielder at the start of any Psychic Phase loses D3 Wounds—with no save of any type allowed.

May fire up to six shots during the Shooting Phase. Each shot may be fired at a different target if the player wishes, but all targets must be within 6" of the first. The player must designate how many shots are going to be taken at each target before rolling any dice to hit.

The Shokk Attack Gun is carried by a Mekboy who is accompanied by a Runtherd and several bases of Snotlings. The Mekboy, Runtherd and Snotling herd are all bought separately from the Ork army list, and form a single special unit at the start of the battle—normal Squad Coherency rules apply to the unit during the game.

It projects a force field tunnel through a small portion of the warp: the entrance to this tunnel opens up in front of the gun and the exit point is chosen by the player—the range is unlimited, but the standard rules for Firing Arcs and Line of Sight apply. To fire the gun, Snotlings are fed into the tunnel; players may choose to fire any number of Snotling bases in a given turn—these are then removed from play, but do not count towards Victory Points. Place a 2" Blast Marker on the target point and roll to Scatter. After resolving the Scatter, roll on the appropriate chart—once per Snotling base used—for each model that is touched by the Blast Marker. Models inside vehicles or bunkers do not roll separately—use the vehicle/bunker charts. A Misfire cancels the shot—roll on the Misfire Table below instead.

Misfire Table (D6)

1-2
Destroyed—the gun explodes; the Mekboy is killed. Any Snotlings fired are lost in the warp.
3-6
May Not Shoot—a minor fault prevents firing this turn. Any Snotlings fired are lost in the warp, but the gun is unharmed.

Foot Troops Chart (D6)

1
No Snotlings land on the model—the attack has no effect.
2-5
The model is covered with frenzied Snotlings—any non-Ork, non-Gretchin model takes 1 wound with a normal Armour Save.
6
Snotlings materialise inside the victim's body—the model is killed.

Vehicle Chart (D6)

1
The steering is jammed—if stationary, the vehicle cannot move for the rest of the game. If moving, it goes Out of Control.
2
One randomly selected weapn is infested. Every time it fires, roll D6; on 1-3 it explodes, causing one automatically penetrating hit on the vehicle. If no weapons remain, re-roll on this chart.
3-4
The crew are attacked—each crew member takes 1 wound with a normal Armour Save.
5
Snotling antics interrupt the vehicle's power supply—at the end of every turn, roll a D6; on a score of 6 it explodes and is destroyed, until then it may move and fire normally. When the vehicle explodes, all models within D6" take a hit with Strength, Save Modifier, and Damage equal to its Ram Value.
6
A Snotling clings to the driver's head. The vehicle lurches forward D10" and overturns—all crew are killed and the vehicle is useless for the rest of the game.

Dreadnoughts, Robots, Wraithguard & Terminators (D6)

1
Snotlings jam the model's leg—movement is halved for the rest of the game.
2
One randomly selected weapon is infested and rendered useless.
3-5
Snotlings materialise inside the pilot of the suit—they are killed and the model remains where it is and can do nothing for the rest of the game; counting as destroyed.
6
The pilot is shredded by Snotlings who have materialised inside the suit. The model counts as destroyed for victory points—but their death spasms activate the suit's controls; it moves at half speed in a random direction and fires all weapons straight ahead each turn until it is blocked, leaves the table, or is actually destroyed.

Support Weapon Chart (D6)

1-3
Snotlings infest the weapon—every time it fires, roll a D6; on 1-3 the weapon explodes, and the crew is killed in the blast.
4-6
The weapon explodes immediately, and the crew is killed in the blast.

Bunker Chart (D6)

1
One model in the bunker is overwhelmed and killed.
2-5
Frenzied Snotlings attack all models in the bunker—each model takes 1 wound with a normal Armour Save.
6
A Snotling materialises inside an ammo box causing a huge explosion—all models in the bunker are killed.

The Shuriken Shrieker Cannon may fire normal shuriken ammunition or special shrieker ammunition—Sustained Fire only applies when firing shurikens. The player must declare which ammunition type they have selected to use before firing. Shrieker ammunition is hollow and contains a genetically tailored enzyme-based serum, which can only affect living targets.

When firing shrieker ammunition, roll to hit as normal. If the target is hit, they can make Armour Saves as normal, but with a –3 modifier. If this save fails, the shrieker has delivered its serum to the target. Make a note of the affected model; during its Movement Phase, roll 2D6 and move the model that many inches in a random direction—unless the 2D6 result is either a 7 or any double, in which case the serum has reached its potential and the victim explodes. It can make no other actions and continues to stagger randomly each Movement Phase, until it explodes or leaves the table.

If the shrieker victim explodes, place a 1" Blast Marker centred over it—any model in the area suffers an S3 hit causing 1 wound.

Any squad with at least one model within 2" of a shrieker victim at the start of their Movement Phase must take a Break Test—this applies to both sides.

To fire this weapon, place the Medium Flamer Template so that its pointed end touches the firing model. Unlike normal template weapons, the Spinefist must roll to hit—make a To Hit roll against every target at least half under the template, applying normal modifiers for cover and target movement.

In Hand-to-Hand Combat the template is not used—at such close quarters the target absorbs all of the spines before they start to fan out.

Models that are hit roll a D6 and add their Strength. On 9+, the model breaks free. On 8 or less, the model is entrapped and must make its basic Armour Save or suffer 1 Wound. Force fields cannot save, but shields do.

If the model fails to break free and survives, it may try again at the start of each subsequent turn until it breaks free, dies, or the game ends. An entrapped model may do nothing except use Psychic Powers. Entrapped models can be ignored for targeting and charging, count as casualties for Break tests, and count as killed for victory points if still trapped at the end of the game.

Vehicles are not affected, but exposed crew and passengers can be hit and trapped. If a driver is entrapped, the vehicle goes Out of Control in its next turn.

The Thunder Hammer is so powerful that its Strength value is not recorded. Models hit by it are automatically wounded—though they may still make Armour Saves. Against vehicles, the hull is automatically penetrated by the blow.

If the a round of Hand-to-Hand Combat is drawn, the wielder loses regardless of the relative Initiative values of the combatants. This category includes all large primitive weapons, such as battle axes and two-handed swords.

The Venom Cannon fires a barrage of shots referred to as a salvo, this is represented using the Thudd Gun Template. Roll to hit as normal—missed shots Scatter. Then position the template so the middle of burst 1 is on the landing point, with the arrow pointing directly back towards the Venom Cannon. Roll a D12 and position each subsequent blast so its arrow corresponds to the number rolled on the previous blast. Any model wholly under any blast template is hit. Any model partially under a template is hit on a D6 roll of 4+. A model may only be hit once, even if under multiple templates.

Nominate any point within range as the aiming point—this can be a conventional target, or any location on the board. There is no roll to hit; instead, determine where the weapon hots by rolling to Scatter. Draw a line back to the weapon—any model which lies under the line of fire is hit automatically. However, it cannot affect flying targets or skimmers.

Hit models suffer 1 hit at a Strength equivalent to the target's own Toughness. A vehicle that is struck automatically suffers 1 hit to the first location in the path of the beam that is touching the ground.

Heavily armoured targets are more likely to suffer damage. The chart below summarises Armour Penetration for targets with an Armour Value:

Armour Value Armour Penetration
1-5 D6
6-8 2D6
9-11 3D6
12-14 4D6
15-17 5D6
18-20 6D6
21-23 7D6
24+ 8D6

Crossing Beams

If a model is hit by a Vibro-Cannon beam and has already been hit by another that turn, then save modifiers doubled to -4. In the case of targets with an Armour Value a further D6 is added to the penetration dice.

The Wailing Doom is no mortal weapon but the manifestation of a dark and sinister god—a part of the Avatar imbued with its power. Daemons attacked by the Wailing Doom do not get their Daemonic saving throw

Vehicles cannot be webbed, but crews or models riding in open-topped vehicles may be hit and affected. If a vehicle's driver is webbed, they cannot drive, and the vehicle goes Out of Control.

Vehicles hit by a Wraithcannon have their armour penetrated automatically. Other hit models must take a Distort Test on the following chart:

Distort Test Chart (D6)

1-3
Destroyed. The model is immediately killed and removed as a casualty.
4+
Moved. Displace the model 2D6" in a random direction,using a Scatter Dice.