Weapons

Ultramarines by John Blanche
John Blanche, Ultramarines

Basic

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
0-1212-24 +131D6+3
0-1212-24 +141-1D6+4
0-1212-24-131SpecialD6
0-1616-32-141SpecialD6
Medium Flamer Template41-2D6+4
0-2020-72-131-1D6+3
0-2020-60-16D6-32D6+6
0-1212-24 +141-1D6+3
0-1212-24 +131-1D6+3
0-66-12 +18D6-42D6+8
0-1616-32 +11-1D6+3
0-66-24 +171-2D6+7
0-44-18-141D6+4
0-44-18-131D6+3
0-1212-24+1-41-1D6+4

Close combat

WeaponStrengthDamageSave ModifierArmour PenetrationSpecial
User1S+D6
41-12D6+4
User+Mastery1SpecialS+D6
User+Mastery1SpecialS+D6
User+Mastery1SpecialS+D6
51-2D6+5
61-3D6+D12+6
81-5D6+D20+8
51-3D6+5
51-32D6+5
User1S+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
0-2020-708D10-3D6+D10+8
0-2020-405D4-2D6+D4+5
Large Flamer Template51-3D6+5
0-2020-407D4-2D6+D4+7
0-2020-7210D10-6D6+D10+10
0-2020-6092D6-63D6+9
0-2020-7241-1D6+4
0-2020-728D10-6D6+D10+8
Guess 12-6041-1D6+4
0-2020-60 +16D4-1D6+D4+6
0-1212-24 +182D12-4D6+2D12+8

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
0-88-16 +231-1D6+3
0-66-18 +2-161-1D6+6
0-88-16-131D6+3
0-44-8-1

Support

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
12-2424-72
0-1818-72 +192D10-6D6+2D10+9
0-2020-6092D6-63D6+9
0-1212-72-161-2D6+6

General Weapon Special Rules

Name

Rule

Related

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 may be used in close combat.
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+.
Infantry may choose to move or fire this weapon but not both.
This weapon may be used to parry one attack.
If this weapon is fired then then it may not be fired in the next shooting phase.
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.

Unique Weapon Special Rules

Name

Rule

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

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

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.

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

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.

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 takes 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.

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 takes 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.

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.

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.