Ultramarines
UltramarinesJohn Blanche

Wargear

Weapons

Close combat

Str
User
Dam
1
Save Mod
AP
S+D6
Str
User+1
Dam
D3
Save Mod
AP
S+D6
Str
4
Dam
1
Save Mod
-1
AP
2D6+4
Str
Dam
Save Mod
AP
Str
User
Dam
1
Save Mod
AP
S+D6
Str
7
Dam
1
Save Mod
-4
AP
D6+D12+7
Str
5
Dam
1
Save Mod
-2
AP
D6+3
Str
User
Dam
1
Save Mod
-3
AP
D6+D12+6
Str
User
Dam
1
Save Mod
No Save
AP
2D6+5
Str
5
Dam
1
Save Mod
No Save
AP
2D6+5
Str
User+1
Dam
1
Save Mod
-2
AP
S+D6
Str
10
Dam
D4
Save Mod
-6
AP
D20+D4+D6+10
Str
4
Dam
1
Save Mod
-1
AP
2D6+4
Genestealer
Str
User
Dam
1
Save Mod
-3
AP
S+D6
Carnifex
Str
User
Dam
1
Save Mod
-4
AP
S+D6
Str
5
Dam
D3
Save Mod
-3
AP
Str
Dam
1
Save Mod
No Save
AP
Auto
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Str
8
Dam
D3
Save Mod
-6
AP
D6+D3+8
Str
6
Dam
D3
Save Mod
-3
AP
D6+D3+D12+6
Str
User+1
Dam
1
Save Mod
AP
S+D6
Str
User+Mastery
Dam
1
Save Mod
Special
AP
S+D6
Str
User+Mastery
Dam
1
Save Mod
Special
AP
S+D6
Str
User+Mastery
Dam
1
Save Mod
Special
AP
S+D6
Str
5
Dam
D3
Save Mod
-2
AP
2D6+D3+5
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Str
7
Dam
1
Save Mod
-4
AP
D6+D12+7
Str
Dam
Save Mod
AP
*
Str
User+1
Dam
D3
Save Mod
AP
S+D6
Str
6
Dam
1
Save Mod
-2
AP
D6+D12+6
Str
User
Dam
1
Save Mod
AP
S+D6
Str
4
Dam
1
Save Mod
-1
AP
Str
8
Dam
D3
Save Mod
-5
AP
*
Str
10
Dam
D4
Save Mod
-6
AP
3D10+10
Str
Dam
1
Save Mod
-2
AP
D6+4
Fast speed
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Combat speed
Str
7
Dam
1
Save Mod
-4
AP
D6+D12+7
Slow speed
Str
6
Dam
1
Save Mod
-3
AP
D6+D12+6
Str
7
Dam
1
Save Mod
-4
AP
D6+D12+7
Str
User
Dam
1
Save Mod
AP
S+D6
Str
User
Dam
1
Save Mod
AP
S+D6
One-handed
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Two-handed
Str
6
Dam
1
Save Mod
-3
AP
D6+D12+6
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Str
5
Dam
D3
Save Mod
-2
AP
2D6+D3+5
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Str
6
Dam
1
Save Mod
-3
AP
D6+D12+6
Str
5
Dam
1
Save Mod
-3
AP
2D6+5
Str
8
Dam
1
Save Mod
-5
AP
D6+8
Str
User
Dam
1
Save Mod
User
AP
Varies
Str
Special
Dam
D3
Save Mod
-3
AP
Str
Dam
Save Mod
AP
Str
User
Dam
1
Save Mod
AP
S+D6
One-handed
Str
6
Dam
1
Save Mod
-3
AP
D6+D12+6
Two-handed
Str
7
Dam
1
Save Mod
-4
AP
D6+D12+7
Str
6
Dam
1
Save Mod
-4
AP
D6+D12+6
Str
Dam
D6
Save Mod
-5
AP
*
Str
User+2
Dam
1
Save Mod
AP
S+D6
Str
Dam
Save Mod
AP
Str
Dam
Save Mod
AP

Pistol

Range
0-8 / 8-16
To hit
+2 / –
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-8 / 8-16
To hit
+2 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Master-crafted Bolt Pistol
Range
0-12 / 12-24
To hit
+2 / +1
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Needle Pistol
Range
0-8 / 8-16
To hit
+2 / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
0-6 / 6-12
To hit
+2 / -1
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Range
– / Small Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
0-8 / 8-16
To hit
+2 / -1
Str
4
Dam
1
Save Mod
AP
D6+3
Range
0-6 / –
To hit
+1 / –
Str
8
Dam
D3
Save Mod
-4
AP
D6+D3+8
Range
0-8 / 8-16
To hit
+2 / -1
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-12 / 12-24
To hit
+2 / +1
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-8 / 8-24
To hit
+2 / -1
Str
6
Dam
1
Save Mod
-1
AP
D6+6
Range
0-6 / 6-18
To hit
+2 / -1
Str
6
Dam
1
Save Mod
-1
AP
D6+6
Range
0-8 / 8-16
To hit
+2 / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
0-12 / 12-24
To hit
+1 / –
Str
Special
Dam
1
Save Mod
-1
AP
Range
0-6 / 6-18
To hit
+2 / -1
Str
6
Dam
1
Save Mod
-1
AP
D6+6
Range
0-6 / 6-12
To hit
+2 / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
– / Medium Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-8 / 8-16
To hit
– / -1
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-4 / 4-8
To hit
– / -1
Str
*
Dam
*
Save Mod
*
AP
*

Basic

Range
0-12 / 12-24
To hit
+1 / –
Str
5
Dam
1
Save Mod
-5
AP
2D6+5
Solid
Range
0-4 / 4-18
To hit
– / -1
Str
4
Dam
1
Save Mod
AP
D6+4
Scatter
Range
0-4 / 4-18
To hit
– / -1
Str
3
Dam
1
Save Mod
AP
D6+3
Executioner
Range
0-4 / 4-18
To hit
-1 / +1
Str
4
Dam
1
Save Mod
-2
AP
D6+D3+4
Frag
Range
6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
Auto / –
Str
*
Dam
*
Save Mod
*
AP
*
Krak
Range
6 / –
To hit
Auto / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6
Range
0-12 / 12-24
To hit
+1 / –
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-6 / 6-12
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-12 / 12-24
To hit
– / -1
Str
3
Dam
1
Save Mod
AP
D6
Boltgun
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Flamer
Range
– / Medium Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Meltagun
Range
0-6 / 6-12
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Plasma Gun
Range
0-6 / 6-24
To hit
+1 / –
Str
7
Dam
1
Save Mod
-2
AP
D6+7
Range
0-16 / 16-32
To hit
– / -1
Str
4
Dam
1
Save Mod
AP
D6
Range
– / Large Flamer Template
To hit
– / –
Str
Dam
Save Mod
-2
AP
Range
0-12 / 12-32
To hit
+1 / –
Str
6
Dam
1
Save Mod
-2
AP
D6+6
Range
0-6 / 6-18
To hit
– / –
Str
4
Dam
D3
Save Mod
-2
AP
D6+4+D3
Range
– / Doom Siren Template
To hit
– / –
Str
*
Dam
S+D6
Save Mod
1
AP
S+D6
Range
0-18 / 18-36
To hit
+1 / +1
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Range
– / Medium Flamer Template
To hit
– / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
– / Medium Flamer Template
To hit
– / –
Str
3
Dam
1
Save Mod
-2
AP
D6+3
Range
0-8 / 8-16
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-8 / 8-16
To hit
+1 / –
Str
4
Dam
1
Save Mod
AP
D6+4
Range
0-6 / 6-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
0-8 / 8-16
To hit
+1 / –
Str
Dam
Save Mod
AP
*
Frag
Range
0-20 / 20-72
To hit
– / -1
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Krak
Range
0-20 / 20-60
To hit
– / -1
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6
Range
0-6 / –
To hit
Auto / –
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-8 / 8-16
To hit
– / -1
Str
4
Dam
1
Save Mod
AP
D6
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+3
Range
0-16 / 16-36
To hit
– / -1
Str
Art. Dice
Dam
1
Save Mod
-1
AP
Various
Range
0-12 / 12-32
To hit
+1 / -1
Str
Art. Dice
Dam
1
Save Mod
-2
AP
Various
Laser
Range
0-12 / 12-24
To hit
+1 / –
Str
6
Dam
1
Save Mod
-1
AP
D6+6
Powered Blade
Range
– / –
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
2D6+5
Range
0-6 / 6-12
To hit
+1 / –
Str
5
Dam
D3
Save Mod
-3
AP
D6+D3+5
Range
0-12 / 12-24
To hit
+1 / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
0-6 / 6-12
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Range
0-6 / 6-24
To hit
+1 / –
Str
7
Dam
1
Save Mod
-2
AP
D6+7
Range
0-12 / 12-24
To hit
– / -1
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
0-16 / 16-32
To hit
+1 / –
Str
Dam
1
Save Mod
-1
AP
D6+3
Storm Bolter
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Close Combat
Range
– / –
To hit
– / –
Str
User+Mastery
Dam
1
Save Mod
Special
AP
S+D6
Range
– / Medium Flamer Template
To hit
– / –
Str
Dam
Save Mod
AP
Range
0-8 / 8-16
To hit
– / -1
Str
*
Dam
*
Save Mod
*
AP
*
Range
0-6 / 6-24
To hit
+1 / –
Str
7
Dam
1
Save Mod
-2
AP
D6+4
Range
0-6 / 6-24
To hit
+1 / –
Str
7
Dam
1
Save Mod
-2
AP
D6+7
Range
0-8 / 8-16
To hit
+2 / +1
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
0-6 / 6-12
To hit
Auto / -2
Str
4
Dam
1
Save Mod
AP
D6+4
Solid
Range
0-4 / 4-18
To hit
– / -1
Str
4
Dam
1
Save Mod
AP
D6+4
Scatter
Range
0-4 / 4-18
To hit
– / -1
Str
3
Dam
1
Save Mod
AP
D6+3
Range
0-12 / 12-24
To hit
+1 / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
0-12 / 12-24
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Range
0-12 / 12-32
To hit
+1 / –
Str
4
Dam
1
Save Mod
-2
AP
D6+4
Range
0-12 / 12-32
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
0-6 / 6-18
To hit
+1 / –
Str
5
Dam
D3
Save Mod
-2
AP
D6+D3+5
Range
0-12 / 12-24
To hit
+1 / -
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
– / Small Flamer Template
To hit
– / –
Str
Dam
Save Mod
AP
Range
Special / –
To hit
– / –
Str
Dam
Save Mod
AP
Storm Bolter
Range
0-12 / 12-24
To hit
+1 / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Claw
Range
– / –
To hit
– / –
Str
8
Dam
D3
Save Mod
-5
AP
D3+D6+D20+8
Frag
Range
6 / –
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Blind
Range
6 / –
To hit
– / –
Str
Dam
Save Mod
AP
Range
0-6 / 6-12
To hit
– / –
Str
8
Dam
D3
Save Mod
-4
AP
D6+D3+8
Range
0-12 / 12-24
To hit
– / -1
Str
6
Dam
1
Save Mod
-2
AP
D6+6
Range
0-8 / 8-16
To hit
– / –
Str
Dam
Save Mod
AP
*
Range
0-12 / 12-24
To hit
+2 / +1
Str
3
Dam
1
Save Mod
-1
AP
D6+3

Heavy

Range
0-12 / 12-32
To hit
+1 / –
Str
8
Dam
D10
Save Mod
-3
AP
D6+D10+8
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Range
0-18 / 18-36
To hit
– / -1
Str
4
Dam
Save Mod
-1
AP
D6+4
Range
0-18 / 18-36
To hit
+1 / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Range
0-20 / 20-40
To hit
– / –
Str
D6+4
Dam
D6
Save Mod
-3
AP
3D6+8
Range
0-12 / 12-36
To hit
+1 / –
Str
9
Dam
D8
Save Mod
-6
AP
D6+D8+9
Range
0-20 / 20-72
To hit
+1 / +1
Str
8
Dam
D10
Save Mod
-6
AP
D10+D6+8
Range
0-12 / 12-36
To hit
+1 / –
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Standard Shell
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Hellfire Shell
Range
0-20 / 20-40
To hit
– / –
Str
Dam
D6
Save Mod
-2
AP
D6+5
Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
1
Save Mod
-3
AP
D6+5
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Range
0-20 / 20-40
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-12 / 12-24
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Scythe
Range
– / –
To hit
– / –
Str
8
Dam
D3
Save Mod
-6
AP
D6+D3+D20+8
Shuriken Cannon
Range
0-20 / 20-40
To hit
+1 / –
Str
6
Dam
D4
Save Mod
-4
AP
D6+D4+6
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Melta
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
2D6+8
Anti-Plant
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Blind
Range
0-20 / 20-72
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Plasma
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Low Energy
Range
0-20 / 20-40
To hit
– / –
Str
7
Dam
D4
Save Mod
-2
AP
D6+D4+7
Maximum Power
Range
0-20 / 20-72
To hit
– / –
Str
10
Dam
D10
Save Mod
-6
AP
D6+D10+10
Range
– / Guess 12-60
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Range
0-20 / 20-60
To hit
+1 / –
Str
6
Dam
D4
Save Mod
-1
AP
D6+D4+6
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8
Range
0-20 / 20-40
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Range
* / *
To hit
* / *
Str
*
Dam
*
Save Mod
*
AP
*
Shuriken Ammunition
Range
0-20 / 20-40
To hit
+1 / –
Str
5
Dam
D4
Save Mod
-3
AP
D6+D4+5
Shrieker Ammunition
Range
0-20 / 20-40
To hit
+1 / –
Str
5
Dam
Special
Save Mod
-3
AP
D6+5
Claw
Range
– / –
To hit
– / –
Str
8
Dam
1
Save Mod
-5
AP
D6+D20+8
Heavy Flamer
Range
– / Large Flamer Template
To hit
– / –
Str
5
Dam
D3
Save Mod
-3
AP
D6+D3+5
Range
0-16 / 16-32
To hit
– / –
Str
8
Dam
D10
Save Mod
-3
AP
D6+8+D10

Support

Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
2D6
Save Mod
-3
AP
3D6+8
Range
0-20 / 20-40
To hit
– / -1
Str
*
Dam
D6
Save Mod
*
AP
*
Range
0-12 / 12-24
To hit
– / –
Str
10
Dam
2D6
Save Mod
-3
AP
3D6+10
Range
0-16 / 16-32
To hit
– / –
Str
*
Dam
*
Save Mod
AP
Auto
Frag
Range
0-20 / 20-72
To hit
– / –
Str
4
Dam
1
Save Mod
-1
AP
D6+4
Super Krak
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Range
0-20 / 20-150
To hit
– / –
Str
8
Dam
2D6
Save Mod
-3
AP
3D6+8
Frag
Range
– / Guess 12-48"
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Inferno
Range
– / Guess 12-48"
To hit
– / –
Str
5
Dam
D3
Save Mod
-3
AP
D6+D3+5
Melta
Range
– / Guess 12-48"
To hit
– / –
Str
8
Dam
D10
Save Mod
-4
AP
D6+D10+8
Range
* / Large Flamer Template
To hit
– / –
Str
6
Dam
D6
Save Mod
-4
AP
2D6+6
Range
12-24 / 24-72
To hit
– / –
Str
Dam
Save Mod
AP
Range
* / *
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Range
0-18 / 18-72
To hit
+1 / –
Str
9
Dam
2D10
Save Mod
-6
AP
D6+2D10+9
Range
0-20 / 20-60
To hit
+1 / –
Str
6
Dam
1
Save Mod
-1
AP
D6+6
Range
* / *
To hit
* / *
Str
*
Dam
*
Save Mod
*
AP
*
Range
* / *
To hit
– / –
Str
6
Dam
D4
Save Mod
-2
AP
D4+D6+6
Range
– / Guess 0-48"
To hit
– / –
Str
*
Dam
*
Save Mod
*
AP
*
Twin Lascannon
Range
0-20 / 20-60
To hit
– / –
Str
9
Dam
2D6
Save Mod
-6
AP
3D6+9
Multimelta
Range
0-12 / 12-24
To hit
+1 / –
Str
8
Dam
2D12
Save Mod
-4
AP
D6+2D12+8
Twin Missile Launchers (Super Krak)
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D10
Save Mod
-6
AP
D6+D10+8
Twin Autocannon
Range
0-20 / 20-72
To hit
– / –
Str
8
Dam
D6
Save Mod
-3
AP
2D6+8
Twin Heavy Bolters
Range
0-20 / 20-40
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5
Range
0-12 / 12-72
To hit
– / -1
Str
6
Dam
1
Save Mod
-2
AP
D6+6
Range
0-36 / 36-72
To hit
* / *
Str
*
Dam
*
Save Mod
AP
*
Range
0-20 / 20-72
To hit
* / *
Str
*
Dam
1
Save Mod
-2
AP
*
Range
0-20 / 20-72
To hit
– / –
Str
5
Dam
D4
Save Mod
-2
AP
D6+D4+5

Grenades

Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
D6
Dam
1
Save Mod
0
AP
Special
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
D6+3
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
- / -1
Str
6
Dam
D6
Save Mod
-3
AP
2D6+6
Range
– / –
To hit
– / –
Str
8
Dam
D6
Save Mod
-4
AP
D6+D20+8
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
5
Dam
1
Save Mod
-2
AP
D6+5
Range
– / User S x 2 + 2
To hit
– / –
Str
3
Dam
1
Save Mod
-1
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
D6+D4
Dam
1
Save Mod
-3
AP
2D6+D4
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
7
Dam
1
Save Mod
-4
AP
2D6+7
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP
Range
– / User S x 2 + 2
To hit
– / –
Str
Dam
Save Mod
AP

General Weapon Special Rules

Anti-Grav Platform

The weapon rides an anti-grav platform, itself a target distinct from its crew. A single crew member is enough to move it: up to 4" in the Movement Phase, facing wherever suits. It cannot cross difficult terrain or obstacles.

At short range the firer picks a target—either crew member, or the platform itself. At long range, randomise between gun and crew. Losing one crew member changes nothing so long as the other lives; losing both leaves the platform sitting idle on the table until someone crews it.

The platform's Armour Value is 10, penetrated like a vehicle's, and a shot that gets through wrecks it outright. Crew who lose their weapon this way may carry on fighting on their own, lend themselves to another support weapon as extra hands, or take charge of one left crewless.

Anti-Plant

Any foliage based terrain in the blast radius is destroyed and removed from the table—troops, vehicles and machinery are unharmed.

Blast 1.5"

This weapon has a Blast area of 1.5".

See Blast Weapons.

Blast 1"

This weapon has a Blast area of 1".

See Blast Weapons.

Blast 2"

This weapon has a Blast area of 2".

See Blast Weapons.

Blast 3"

This weapon has a Blast area of 3".

See Blast Weapons.

Blast Remains

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

See Blast Cloud Movement.

Catch On Fire

On a D6 roll of 4+, a model that survives a hit from this weapon Catches on Fire.

See Catching On Fire.

Causes Fear

This weapon causes Fear.

See Fear.

Close Combat

This weapon may be used in Close Combat.

Enmeshed

A web gun that hits leaves its target Enmeshed—there is no Damage roll and no Armour Save. Nothing can be done until the victim is cut loose with the special solvent that web gun crews carry.

An Enmeshed model may struggle at the opening of its turn.

Roll a D6 and add the model's Strength; 9 or more breaks it out, free to move and act. Anything less and it takes its ordinary saving throw at once, sustaining 1 damage if that fails too.

An Enmeshed vehicle rolls on the chart below instead:

Vehicle Escape Chart (D6)

1
Fail—trapped for the rest of the game.
2-3
Fail—still held, but it may try again next turn.
4
Fail—still held, though one weapon chosen at random comes clear and may be used normally.
5+
Free—the web tears away and the vehicle acts as normal from this turn.

Executioner

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

Guess Range

Nominate a direction within the weapon's 90° front firing arc, and declare a distance in inches without measuring—a guess or an estimate, as close as the firer can judge. The declared distance must fall between the weapon's minimum and maximum range.

Measure the declared distance from the weapon in the nominated 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.

Hellfire

Imperium only. Always wounds living targets on a D6 roll of 2+—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.

Knockback

An ordinary trooper hit and not killed is thrown 2" back, and goes down on a D6 roll of 4+. Vehicles, robots, Terminators and Dreadnoughts are unaffected. Getting up again takes the whole of the model's next Movement Phase.

Metal Flayer

A 6 rolled for Armour Penetration is followed by another D6, added to the total.

Mounted Only

May only be used by mounted models.

Move or Fire

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

Needle Weapon

Against a living target, roll to hit as usual. A hit calls for an immediate Armour Save and no Damage roll at all; where that save fails the toxin wounds without further rolling. Daemons, the Eldar Avatar, Tyranids and Genestealers are all untouched by it, though Genestealer Hybrids are not.

Ork Field Artillery

The weapon and its crew are separate targets. At short range an attacker may target either; at long range, randomise hits between the weapon and its crew. The weapon has an Armour Value of 10—if penetrated it is destroyed and the crew slain or injured. Once the crew falls to half strength or below, the weapon fires only on a D6 roll of 4+; with the whole crew slain it cannot fire at all.

The crew may push the weapon up to 2" per turn, but it may not move and fire in the same turn. It may instead be towed behind a vehicle: hitching requires at least one crew member, and once hitched the weapon and crew move with the vehicle. If the towing vehicle is attacked, short-range attackers may choose to target the weapon or the vehicle; at long range, randomise. A towed weapon's destruction leaves the towing vehicle untouched.

A weapon may be uncoupled and emplaced within 1" of the vehicle if the vehicle is stationary at the end of its Movement Phase and a crew member is available. Alternatively the coupling may be knocked loose at any point during the vehicle's movement: the weapon bounces D6" in a random direction and halts facing a random direction. If it collides with anything, work out collision damage as in the Vehicle Rules—for ram values, Ork field artillery counts as a bike (S5, -2 save modifier, D4 damage). The crew must then leap from the moving vehicle, each taking an automatic hit whose Strength is the vehicle's speed less 10.

Overheats

Plasma weapons of Horus Heresy manufacture, from a time when the technology ran hot and vented live plasma over whoever was holding it. They need no turn to recharge, unlike a standard Plasma Weapon. The price is the overload: a Jam on the Sustained Fire Dice calls for a second Sustained Fire Dice, read off the chart below.

Plasma Overload Chart (Sustained Fire Dice)

Jam
Meltdown—the weapon bursts and is gone, taking effect as a Plasma Grenade centred on the firer.
1
Overheating—the firer takes an S2 hit for 1 wound at -1 save modifier. The weapon is also Jammed.
2
Severe Overheating—the firer takes an S4 hit for 1 wound at -2 save modifier. The weapon is also Jammed.
3
Plasma Leak—the firer takes an S6 hit for 1 wound at -3 save modifier. The leak stops once the hit is resolved, and the weapon is left Jammed.

Parry

This weapon may be used to Parry one attack.

Primitive

Armour Penetration against a vehicle is D6 whatever the Strength. A target whose Armour Save is already 4+ or better saves on 2+ against this weapon.

Recharge

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

Smoke

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.

Sustained Fire 1

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

See Sustained Fire.

Sustained Fire 2

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

See Sustained Fire.

Sustained Fire 3

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

See Sustained Fire.

Template To Hit

A model with its base entirely under the template is hit without a roll; one with its base partly under it is hit on a D6 roll of 4+.

See Template Weapons.

Twin-Linked

A pair of heavy weapons fired together at a single target—one roll To Hit covers both, and each weapon then resolves its own Damage. See Linked Weapons.

See Linked Weapons.

Vehicle Mounted

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

Unique Weapon Special Rules

Animus Speculum

Fired in the Psychic Phase, one blast per force point spent, and never more than three in a single phase. Each is rolled to hit separately on the firer's Ballistic Skill as an ordinary shot, and each may pick its own target within the arc of fire.

Blasts may be loosed from inside a close combat, but only at something in base contact. A Psyker wounded by one risks losing a power outright.

Assault Cannon

A Jam is dangerous in this weapon: the motor stops abruptly and the whole thing may go up. Three Jam results together on the Sustained Fire Dice destroy the cannon and its firer outright, with no Armour Save allowed. Mounted on a Dreadnought, the loss is the weapon alone.

Auto-Launcher

A vehicle-mounted grenade launcher, fired in the Shooting Phase on top of ordinary shooting. It looses two salvoes of three: the first grenade of each lands without fail at a point 6" out within the Auto-Launcher's forward 90° arc, and the other two stray D3" from it.

One grenade type is loaded before the game—Frag, Krak or Blind. It holds 6, and once they are gone it fires no more that battle.

Auxiliary Grenade Launcher

Mounts on a Basic Weapon and is pre-loaded with a single grenade type before the battle. A model may shoot either the launcher or the weapon each turn, not both. The magazine holds grenades enough to see out the battle. The type of Grenades available is dictated by the army list.

Bale Eye

Once per Hand-to-Hand Combat phase, as it opens, the Bale Eye automatically hits any one model already locked in combat with Yarrick.

Banshee Mask

A model charged by a Howling Banshee wearing the mask may not fire Overwatch at the charge, and must hold its ground. In the first round of the combat that follows it rolls no Attack Dice.

The mask works on the Banshee's own charge alone, and does nothing where the Howling Banshee is itself charged. Its effect is spent after that first round.

Barbed Strangler

Roll to hit as usual; a miss rolls to Scatter. The seed pod deals an S4 hit at -1 save modifier, and anything it wounds dies outright. Centre a 3" Blast Marker on the body.

Every model and every vehicle even partly beneath the template rolls a D6. On 1-3 it gets clear and acts normally next turn. On 4+ the barbs have it: roll 2D6 against its Strength—or its Ram Value, for a vehicle—and a higher score means dead or held fast for good, counting as destroyed. Anything less and it tears loose to act normally next turn, a vehicle doing so Out of Control.

Bayonet

Gives a Basic weapon a close combat option. The entry stands for every blade or saw fixed to a Basic Weapon, whatever its shape.

Blade of Destruction

Light enough to wield at blurring speed: its bearer may Parry twice in each round of Hand-to-Hand Combat.

Blades of Reason

Not built for fighting, but it serves. A living opponent who loses even one wound to the Blades is left helpless by the pain: the model is removed as a casualty, whatever wounds it still has.

Blastmaster

A squad that loses even one model to a Blastmaster takes a Break Test.

Blight Grenade

A shrunken head taken from a victim of one of Nurgle's favourite plagues, packed with virulent pus and infected biting flies and stoppered with wax. Thrown, it bursts over the target in a noisome cloud of flies and corruption.

Thrown under the ordinary grenade rules, and may be aimed at a patch of ground like Smoke or Blind grenades. Set a Blight marker where it lands. Every model within 2" of the marker is hit; one only partly within that reach is hit on a D6 roll of 4, 5 or 6. Each hit has a Strength of D6, rolled separately for every target, and inflicts 1 wound. Should any Strength roll come up 1 the Blight has thinned to a mere nuisance: resolve that S1 hit, then lift the marker—everyone else beneath it has had a lucky escape.

Armour saves are taken as normal and unmodified, but sealed suits are no sure defence—flies clog breathers, pus creeps into joints and eyepieces—so no saving throw for an energy field or a dodge may be taken. Open-topped vehicle crews are affected like foot troops. For an enclosed vehicle within reach roll a D6: on a 6 the Blight finds its way in and each crew member takes a hit, Strength rolled as above. Dreadnoughts and robots are wholly unaffected, as are Nurgle daemons and any Chaos model bearing the Mark of Nurgle.

A marker left in place goes on infecting: it hits anything that moves within 2" of it in later turns, and a model already affected that fails to move clear of it in its next Movement phase takes a further hit, Strength rolled again.

Blind Grenade

Nothing sees through a blind cloud. Normal eyesight fails, and so do infra-red vision, scanners, targeters and bionic eyes—which is what separates a blind grenade from a plain Smoke Grenade. Nothing may be shot into or through one, and a psyker whose target is hidden by a cloud cannot reach it.

A model inside the cloud either stands still or moves at half rate in a direction rolled at random. Models already in Hand-to-Hand Combat inside a cloud fight on, blinded, at half Weapon Skill, rounding up.

Bright Lance

A stripped-down laser weapon that trades the reach and punch of the heavier patterns for lightness and a faster recharge—so unlike them, it may be fired on the move.

Buzzer Squig Stikkbombz

Thrown exactly as a grenade. Where the clay pot breaks, place a Buzzer Squig template and work out the swarm exactly like a Squig Katapult attack landing on the spot.

C'tan Phase Knife

Molecular realignment lets the blade phase in and out of real space as it swings, so armour and protective fields might as well not exist. A model wounded by the knife receives no armour saving throw of any kind—energy fields included.

C'tan Phase Sword

The blade slips in and out of real space as it moves, so armour is simply not there when it lands. Nothing wounded by it gets an armour saving throw, and an armour field is no help either.

Choke Grenade

A model whose base lies wholly inside the cloud breathes it in and is hit; one only partly inside may keep enough of it out, and is hit on a 4, 5 or 6. Any model that breathes it tests at once.

Troop Type

D6 Roll to Choke

Dreadnoughts, Eldar Aspect Warriors, enclosed vehicles, Space Marines, Terminators
No effect
Other troops, Eldar Guardians included, and Imperial Guard, Orks, Space Marine Scouts and Squats
2+

A choking model drops where it stands, coughing, and can do nothing whatever while the cloud still covers it. It recovers by itself the moment the cloud thins or drifts clear. Such a model is ignored for Squad Coherency and must rejoin its squad as soon as it can.

Choke does nothing to daemons, robots or any other machine. The cloud lingers and drifts on the Blast Cloud Movement Chart.

Claws

Talons that shear through armour plate at the bearer's own Strength. Heavier creatures cut deeper, so the two profiles differ only in save modifier.

Combi-Weapon

The pairing is fixed before the game and either written down or declared to the opponent. Two boltguns count as a Storm Bolter.

In each Shooting Phase the bearer either fires one barrel, resolved exactly as that weapon normally is, or fires both at a single target at a further -1 to hit on each shot.

Conversion Beam Projector

The beamer moves only under its own power: as far as 4" in the Movement Phase, provided a crew member stays inside 4"—the reach of its radio control. Difficult terrain and obstacles bar it, and a turn spent moving is a turn it cannot fire. Facing can be changed freely at any moment, and a vehicle may tow it.

The weapon and its crew are separate targets: at short range an attacker picks either; at long range, randomise. One crew member dead, the weapon still moves and fires; both dead, it stands on the table useless. Its Armour Value is 10, treated as a vehicle's—penetration destroys it outright. Crew left alive may fight on alone, crew a different support weapon that has lost its own, or attach themselves to another as spares.

Roll to hit as normal, applying a penalty based on the target's maximum movement:

Target's Maximum Movement To Hit Penalty
0-2" -1
2-3" -2
3-5" -3
5"+ -4

The beam converts the target's own mass to energy, so Toughness offers no resistance and normal armour saving throws are ignored. Roll a D6: on a 1-2 the beam has no effect; on a 3+ damage is caused.

The blast area varies with range: place a 1.5" Blast Marker at 0-20", a 2" Blast Marker at 20-30", and a 3" Blast Marker at 30-40".

Against vehicles, Dreadnoughts and buildings the marker may cover several locations; each location covered is attacked separately. Armour penetration is not rolled normally—the dice rolled depend on the thickness of the armour being penetrated:

Thickness of Target's Armour Penetration
1-4 D6
5-8 2D6
9-11 3D6
12-14 2D12
15+ 3D10

Cyclone Missile Launcher

May only be used by Terminators. The Cyclone carries no weight or movement penalty. 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 usual, then set down a 0.5" Blast Marker for each missile fired. Strength, Damage and Save Modifier are unchanged from 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—everything left goes up at once, and the Terminator with it.
2
Fire at Nearest Target—everything left flies at the nearest valid target in the 90° forward arc.
3
Fire at Furthest Target—everything left flies at the most distant target in the 90° forward arc.
4
Fire Straight Ahead—everything left goes off as one salvo, running D6×D10" straight out.
5
Missiles Move Randomly—everything left goes off together, unguided. Move the salvo 2D6" straight out; anything in its path is struck and the salvo explodes. Failing that, roll a Scatter Dice for a direction and move it a further 2D6", and so on until it hits something or leaves the table.
6
Fire Separately—each missile left rolls its own Scatter Dice, and strikes whatever target lies nearest a line drawn out along that arrow, within 1" of it.

Daemon Sword Drach'nyen

Drach'nyen slides through steel, flesh and bone as though nothing were there, and physical armour is a mockery before it. Every hit wounds automatically and permits no armour saving throw, though unmodifiable saves are taken as normal; a vehicle that is struck has its armour penetrated automatically. Psykers and daemons suffer D3 wounds from a hit instead of 1.

Death Spinner Monofilament Gun

Fires through the Heavy Flamer Template, and everything even partly beneath it is a target.

Roll 1D6 per target: a score above the model's Initiative hits, a 6 always hits, and add 1 where the template covers the model entirely. Anything that dodges the cloud is placed at the nearest point on the template's outer edge.

A model caught in the cloud is pinned for the remainder of the Shooting Phase and is hit automatically by any further Death Spinner fire. Failing its Armour Save kills it outright.

A vehicle location under the template, wholly or in part, is hit on a D6 roll of 4+; exposed crew beneath it are hit automatically. Armour Penetration is D6, and every 6 rolled adds another D6, on and on until something other than a 6 comes up. A penetrating hit is resolved on the chart below:

Vehicle Armour Penetrated Chart (D6)

1
One crew member, chosen at random, is killed.
2-4
Each crew member rolls a D6 and is killed on 4+.
5
Each crew member rolls a D6 and is killed on 2+.
6
All crew are killed.

Deathspitter

Every model within 2" of the one struck rolls a D6, and is caught on a 4+. Being caught means an S3 hit at no saving throw modifier.

Demolisher Cannon

Adds 3 to any roll made on a Datafax damage table; a modified result above 6 is read as 6.

Firing it requires the vehicle to have stood still that turn—the rest of its weapons are unaffected.

Digital Lasers

Digilasers hide in finger rings, or along the knuckles of a glove, and leave the model free to use any other weapon.

The moment Hand-to-Hand Combat begins they fire of their own accord—before any attack dice are rolled, whichever side's turn it is—at opponents in base contact. The shots—three, divided between opponents as the model wishes—are worked out as ordinary shooting.

Once close combat proper is under way the digilasers do nothing further, and grant no extra attack dice.

Distort Cannon

Firing places a 2" Blast Marker over the intended target; roll a Scatter Dice. On a hit the marker stays put, otherwise it shifts D6" the way the arrow points—then roll to Scatter once more.

A model wholly under the template is hit; one partly under it is hit on a D6 roll of 4+. Everything hit takes a Distort Test at once:

Distort Test Chart (D6)

1-4
Destroyed—nothing of the target is left.
5
Displaced—unharmed, but shifted through space. Take a Displacement Test at once.
6
Moved—unharmed, but carried 2D6" in a random direction.

Displacement Test Chart (D6)

1
Set down at a random spot along a randomly chosen table edge.
2
Carried 4D6" in a random direction.
3
Carried 6D6" in a random direction.
4
Carried D6" and turned over. A vehicle takes no harm but lies upside down: weapons on its top face cannot be used, those on its sides can, and it cannot move though it may still fight. Troops aboard dismount as usual. Anything that is not a vehicle spends its next Movement Phase getting back on its feet.
5
Carried 2D6" in a random direction and thrown some ten metres into the air. It falls like a stone for an automatic S10 hit doing D6 damage, with no Armour Saves allowed. Should the falling target be a vehicle or a piece of building, anything directly beneath is hit on a D6 roll of 4+ for the same S10 hit and D6 damage, again with no saves.
6
Carried 2D6" in a random direction and buried some ten metres down. Lay a 2" radius blast template over the spot; everything beneath it takes an automatic S6 hit doing D6 damage at a -2 save modifier.

Doom Siren

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.

Dreadnought Missile Launcher

Carried by Space Marine Dreadnoughts. Each turn it may fire a single missile, or salvo fire—declare which before rolling to hit. To salvo fire, roll a Sustained Fire Dice and launch that many missiles of a single type, rolling to hit for each separately; missiles may be fired at different targets no more than 2" apart.

If a Jam is rolled, no missiles are fired and the launcher Jams like any sustained fire weapon: it must miss its shot in the next Shooting Phase while the jam is cleared. The model's other weapons are unaffected.

Earthshaker Artillery Gun

It may be fired only in a turn the vehicle has not moved—its other weapons fire as usual. Shots must fall within a 45° forward arc.

The Earthshaker fires two shells at a single target. Roll to hit for each shell separately; shells that miss Scatter as normal. Damage is worked out shell by shell—where both land, targets under the 2" Blast Marker are struck twice and roll damage for each.

Against any target that uses a Datafax, location and armour penetration are rolled as for any other hit. A penetrating hit rolls a D6 on the location's damage table; a hit that fails to penetrate still rolls a D3 on the damage table.

Executioner

A power weapon needing both hands, whatever shape it takes. It parries.

Executor Pistol

Two weapons in one housing. The firer picks a barrel each time they shoot and may never use both in a single shot, though a model with Fast Shot may divide a turn's shots between the two.

Flail

Adds 2 to the wielder's Strength for the opening round of combat and nothing thereafter. A flail cannot be parried. Chains, morning stars and their kin are all covered here.

Flamespurt

A model hit and not killed recoils from the fire, moving to whichever edge of the template is closest.

Flesh Hooks

A model that is hit and lives is hauled 2D6" straight towards the firer, as far as base-to-base contact. Nothing of a Strength or Toughness of 5 or better can be hauled, and neither can a vehicle, a Dreadnought or a Terminator.

Force Axe

A Force Axe spits and crackles with barely contained psychic charge. When the Psychic Phase ends, one unused Force Card may be kept in the axe instead of being discarded, ready for a later psychic phase.

In Hand-to-Hand Combat the axe raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. The stored Force Card may be expended for a further +3 Strength and a -3 save modifier in that combat.

Force Rod

A Force Rod's helix-shaped core drinks in psychic energy, and holds more of it than any blade. When the Psychic Phase ends, unused Force Cards—up to three at once—may be kept in the rod instead of being discarded, ready for later psychic phases.

In Hand-to-Hand Combat the rod raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed.

Force Sword

A Force Sword's blade is sheathed in shifting crystal patterns of psychic charge. When the Psychic Phase ends, one unused Force Card may be kept in the sword instead of going to the warp cards discard pile, ready for a later psychic phase.

In Hand-to-Hand Combat the sword raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. The stored Force Card may be expended for a further +2 Strength and a -2 save modifier in that combat.

Gauntlets of Ultramar

Worn as a pair, the gauntlets grant an extra attack dice in close combat, and let the wearer meet many opponents at once—enemies gain no multiple combat bonuses against him. The built-in boltguns fire together with the effect of a single storm bolter.

Gorechild

A single blow from Gorechild can open an armoured Space Marine from helm to hip, and the axe is deadlier still in its master's grip: Kharn knows the weapon so well that in hand-to-hand combat his fumbles—attack dice that roll a 1—are re-rolled.

Graviton Gun

Whatever a Graviton Gun hits, it affects; there is no Damage roll to make. A living target is pinned where it stands for the rest of the game and can neither Move nor Shoot, though a Psyker so caught may still work Psychic Powers.

Against a vehicle, roll the hit location as usual and disregard Armour Penetration altogether. Damage is then rolled on that location's chart with 1 added to the dice.

Against a building, roll to hit; where the shot lands, damage is rolled with 1 added.

Hallucinogen Grenade

The gas is invisible. Any model standing wholly inside it draws a lungful and is hit; one at the edge may hold its breath long enough, and is hit on a 4, 5 or 6. Every model hit tests immediately.

Troop Type

D6 Roll to Hallucinate

Dreadnoughts, Eldar Aspect Warriors, enclosed vehicles, Space Marines, Terminators
No effect
Other troops, Eldar Guardians included, and Imperial Guard, Orks, Space Marine Scouts and Squats
4+

The gas thins at once. Work out who has breathed it, then take the marker off the table—what is left is too dilute to matter. Roll for each victim separately on the chart below. While an effect lasts, Squad Coherency is suspended for that model, and a model that comes to its senses rejoins its squad as soon as it can.

Hallucinogen Effect Chart (D10)

1
Writhing limbs, and the model knows it for an illusion. Roll a D6 at once: on 1-3 roll again on this chart; on 4-6 the model shakes the illusion off for good.
2
The world reels and the dead wear familiar faces. Roll a D6 as each of the model's own turns begins: on 1-3 it can do nothing that turn, on 4-6 the illusion passes for good.
3
Spiders, thousands of them, inside the armour. The model may do nothing at all. Roll a D6 as each of its own turns begins; a 6 breaks the illusion for good.
4
Something moves in the nearest cover. The model may not move, and must shoot into that cover whatever is or is not inside it. Roll a D6 as each of its own turns begins; a 6 breaks the illusion for good.
5
Home is a week away and nobody is looking. In its next Movement phase the model heads at its best speed for whichever table edge is nearest and keeps going until it is off the table. It does not shoot.
6
The sky is wide and inviting. The model drops its weapon and wanders at random each turn, flapping its arms at the sky, until it leaves the table.
7
The enemy is everywhere—behind every rock, under the ground, dropping out of the air. In its own turn the model moves randomly at full speed and fires in a random direction, rolling to hit whatever model first stands in that line, if any. This lasts for the rest of the game.
8
Every trooper nearby is a traitor, and the model means to shoot first. In its own turn it shoots the nearest model, friend or foe, moving as needed to do so, and closes where that does not stop it shooting. This lasts for the rest of the game.
9
The war, the killing, the endless misery. The model sits down where it stands and does nothing whatever for the rest of the game.
10
It is all a cosmic joke and the model has just seen the punchline. In its Movement phase it moves as fast as it can in a random direction, shrieking, until it leaves the table. It can do nothing else.

Harlequin's Kiss

Hits are worked out as for any Hand-to-Hand Combat. A model that is hit takes an immediate armour saving throw; a save that is passed leaves it unharmed, and one that fails kills it outright.

Against a dreadnought or a vehicle the wire does no damage unless it reaches the crew, and it carries its own Armour Penetration. Roll a D6: a score of 1 to 5 is the number of points penetrated. A 6 is rolled again and added, and again for as long as 6s follow.

A target whose armour is penetrated then calls for a D6 on the chart below.

Vehicle Crew Penetration Chart (D6)

1
One crew member, determined at random, is caught by the wire and killed.
2-4
Each crew member rolls a D6 separately: on 1, 2 or 3 they are unhurt, and on 4 or more they are killed.
5
Each crew member rolls a D6 separately: only a 1 leaves them unhurt, and anything higher kills them.
6
The whole crew is killed.

Havoc Missile Launcher

Carries 9 Frag missiles; keep count, because there is no reloading in battle. It may loose 1, 2 or 3 at once, or everything left. The first missile rolls to hit as normal and the rest Scatter from wherever that one lands.

A Scatter result of Hit/Misfire means the missile went up on the rack, destroying the launcher and everything still in it. The Dreadnought carrying it is unhurt, but anything within 2" of the centre takes a hit.

The launcher cannot be targeted on its own, though any hit that penetrates the Dreadnought's body destroys it too.

A Chaos Dreadnought that fails a Stupidity roll fires every missile it has left.

Haywire Grenade

Only vehicles, robots, Dreadnoughts, Eldar Wraithguard and models in Terminator Armour can be harmed by one. Ordinary troops are untouched.

A vehicle or dreadnought beneath the marker is penetrated automatically, whatever its armour. Roll for the locations covered as normal and go straight to the damage table, taking -1 off each damage roll; a total of 0 does nothing. The pulse cripples rather than wrecks.

Vehicle crew, and models in Exo-Armour or Terminator Armour, take a single Strength 3 hit that wounds with no save of any kind.

A Haywire grenade is always thrown. It cannot be built small enough for a Grenade Launcher.

Heavy Mortar

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.

Heavy Webber

Vehicles can become Enmeshed—roll a D6 on the chart below:

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

Hunting Lance

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.

Inferno Cannon

Lay the Large Flamer Template with its tip against the cannon and its length pointing at the target. Roll an Artillery Dice and push the template that many inches forward; a Misfire leaves it where it is.

Anything the template passes over on its way—Misfire included—is hit on a D6 roll of 4+, and anything wholly beneath it is hit automatically.

A model hit and killed is removed. One that is hit and lives rolls on the Inferno Cannon Hit Table:

Inferno Cannon Hit Chart (D6)

1-3
The target does not catch—what little chemical fuel landed on it burns out at once.
4+
Burning chemicals cover the target and it Ignites.

A target that Ignites Catches On Fire.

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

Inferno Pistol

The pistol needs a few seconds to recharge between shots. In hand-to-hand combat only the first hit landed in each round can be struck with it; every hit after that is dealt with Dante's power axe.

Krak Grenade

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.

Kustom Blasta

Roll the Artillery Dice for Strength each time the blasta fires—anything from 2 to 10—and roll for the size of its blast marker too, a D3" radius. A Misfire means the blasta has exploded: the weapon is destroyed and the Ork holding it takes a Strength 4 hit.

Kustom Shoota

Roll the Artillery Dice for Strength every time the shoota fires—anything from 2 to 10. A Misfire means the shoota has exploded: the weapon is destroyed and the Ork holding it takes a Strength 4 hit.

Lance

+2 Strength when Charging. Mounted models only.

Lasblaster

The lasblaster fires three shots each Shooting phase, rolling to hit each separately; every target must lie within 6" of the others. The powered blade fixed to its stock fights with the second profile.

Lash Whip

As Hand-to-Hand Combat opens, a model carrying a Lash Whip strikes three times at enemies in base-to-base contact. Each model struck at rolls under its Initiative on a D6 to keep clear of the blades; anything that does not takes an S4 hit at -1 save modifier. The whip itself is not counted as a second close combat weapon.

Lightning Claws

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.

Mandiblaster

The Mandiblaster fires before the combat proper is worked out, and is resolved as ordinary Shooting. A hit calls for a D6: a score equal to or above the target's Toughness inflicts a single wound.

Once Hand-to-Hand Combat is under way the Mandiblaster has no further effect, and a model carrying one rolls no extra Attack Dice for it.

Master-crafted Plasma Pistol

A master-crafted plasma pistol draws on a far better energy source than the ordinary Plasma Pistol: it needs no turn to recharge after firing, and may fire every turn.

Maugetar

The cannon fires ordinary ammunition or Shrieker ammunition on the same profile—the Shrieker rules are in the rulebook. So fine is its making that any Jam rolled on the Sustained Fire Dice is ignored. The Maugetar needs both hands, and cannot parry.

Melta Bomb

A melta bomb is never thrown and never fired from a Grenade Launcher. It must be placed by hand with its contact plate against the target, so it is used in Hand-to-Hand Combat alone, and only against Vehicles and Dreadnoughts—or set against a wall or door to breach it.

All the heat goes into the target, so no blast marker is used and nothing is left behind.

Mk 1 Heavy Plasma Gun

On a miss, roll a Sustained Fire Dice to determine the number of 1" Blast Markers to Scatter away from the target. Should any template come up Hit/Misfire, the coils go: a Catastrophic Coil Burnout.

A Jam on any Sustained Fire Dice silences the weapon for that turn and the next, as though it were recharging. Fired at Maximum Power, though, a Jam brings the burnout on at once:

Catastrophic Coil Burnout Chart (D6)

1-3
Roll at once on the damage table for the arm carrying the gun. Everything within D3" takes an S5 hit at -2 save modifier.
4+
Everything within D3" takes an S5 hit at -2 save modifier, and the weapon is left Jammed.

Mk 1 Plasma Pistol

May be used in Hand-to-Hand Combat, though in the press of a desperate fight a dangerous overload is far more likely to build. For each Fumble, consult the Plasma Overload Chart on the Overheats rule.

Mole Mortar

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

Of its crew of two, one is enough to fire it. The other serves as forward observer—the spotter—free to leave the weapon and its operator, linked back to both, letting the mortar be fired at a point the spotter sees but the firer cannot. If the firer is killed, the spotter may return and take the weapon over.

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 digs a crater that stays for the rest of the game, as wide as the blast it came from. Any part of a building above it falls in. A vehicle at least half inside the crater stops at once, and needs a D6 roll of 5+ at the start of each Movement Phase to get going again—4+ if it is tracked. Anything else inside is laid on its side and may not Move next turn beyond getting up, though it may still Shoot at targets it can see.

Moon Sabre

A power sword in all respects but one: the long, curved blade is made for the saddle, and its potency rises with the jetbike's momentum. Use the profile matching the rider's current speed—at full tilt the blade is nothing but a streak of electric blue light.

Nemesis Force Weapon

A Nemesis Force Weapon is made for daemon hunting and carries a storm bolter in its haft. When the Psychic Phase ends, unused Force Cards—up to two at once—may be kept in the blade instead of being discarded, ready for later psychic phases.

In Hand-to-Hand Combat the weapon raises the wielder's Strength by their Mastery Level; daemons are wounded automatically, with no saving throw allowed. A stored Force Card may be expended as it strikes a daemon to deepen the wound: one card for D3 wounds, two for D6.

Neural Shredder

The Neural Shredder is fired at the end of the Imperial player's Hand-to-Hand Combat phase, and only while no enemy model stands in base-to-base contact with the Callidus Assassin. Place the Flamer template with its point touching the Assassin: models wholly beneath it are hit automatically, and a model partly beneath it is hit if a D6 scores 4 or better.

A hit burns the mind, not the body. Every model hit takes a Leadership test at -2 to its Leadership. Failure costs 1 wound with a -3 Save Modifier—and armour fields give no protection at all.

Neuro-Disruptor

A creature hit falls under Stupidity at once. At the start of each following turn it takes a normal Leadership test: a failure prolongs the effect, a pass shakes it off entirely and no further tests are needed.

Neuro-Gauntlet

Injectors set in the fingers deliver acids and nerve toxins, and only living things are troubled by them. A squad that loses anyone to the glove must test to break at once.

A victim wounded but left alive has every characteristic halved for the rest of the battle, fractions rounded up, whatever Wounds it has left included. The temple reworks the mixture constantly, so Tyranids are no more resistant than anyone else; daemons, having nothing to poison, are unaffected.

Pack Grenade Launcher

May be fired alongside another weapon, so the model shoots twice in a turn. One type of Grenade is loaded before the game and that is what it fires; there is no reloading once play starts. Strength, Damage, Save Modifier and Armour Penetration all come from the grenade loaded.

Photon Flash Flare

A model wholly inside the burst is caught by the light; one only partly inside may get an arm up in time, and is caught on a 4, 5 or 6. Light-sensitive gear—infravision devices, targeters—is destroyed outright, whoever is carrying it.

Flash Effect Chart (D6)

Troop Type

No Effect

Dazzled

Blinded

Unprotected—Orks, Gretchin, Snotlings
1
2+
Protective visors—Eldar, Imperial Guard, Space Marine Scouts, Squats
1-3
4-5
6
Auto-senses—Dreadnoughts, enclosed vehicles, Space Marines, Terminators
1-5
6

A dazzled model has its Weapon Skill and Ballistic Skill cut to 1 for the rest of the turn, and is otherwise untroubled—which only tells against it if it is already fighting.

A blinded model may not shoot, and fights at Weapon Skill 1. It stays blind for the rest of the current turn and the whole of the next, and from then on rolls a D6 as each of its own turns begins: on 1-4 the blindness holds, on 5-6 its sight comes back at once. Squad Coherency is suspended while a model is blind, and it re-forms with its squad once it can see.

Plague Knife

The blade runs with virulent slime. Each wound it deals a living creature calls for a D6—a 6 kills the victim outright.

Plaguesword

The blade runs with venomous slime. Each Wound it deals a living creature calls for a D6—a 4+ kills the victim outright.

Plasma Blaster

The Plasma Blaster is a combi-weapon developed after the Storm Bolter. The bulk of the power packs it requires means only models in Terminator Armour may use one.

It is not a linked weapon and may not be fired as a single Plasma Gun. It takes a turn to recharge, as an ordinary plasma gun does.

Power Scourge

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).

Psycannon

The psycannon exists to hurt Psykers and daemons; its workings come from the Storm Bolter, its bolts steeped in psychic energy.

Its bolts wound a daemon or a Psyker without a roll, and a daemon gets no saving throw at all. Any Psyker or daemon it damages loses one Psychic Power, chosen at random, for the rest of the battle.

Psyk-out Grenades

Thrown with a 2" blast marker, scattering like any other grenade, and doing the damage of a Frag Grenade where it lands.

Its real work is on Psykers. Any caught wholly or partly beneath the marker lose the use of their powers until the turn ends, anything they already have running is nullified on the spot, and force cards held in a weapon or similar device are discarded. Supply is short: roll a D6 after each throw, and on a 1 or 2 there are none left for the battle.

Pulsa Rokkit

May only be fired once per battle, and always flies straight ahead. Before firing, trim the fuse by nominating a number from 1 to 10. Roll that many D6 and add 12: the rokkit travels that many inches, then releases its Pulsa generator—place it directly in front of the launcher at that distance. The crew do not need Line of Sight to the landing point—the rokkit flies over any intervening terrain.

At the start of the opposing player's next turn, roll 2D6: the score is the range of the pulse in inches. Every model within that distance of the generator is knocked over or spun round, as shown on the chart below.

Pulsa Effect Chart

Foot Troopers
The model goes over: lay it on its side, and set it upright again when the turn ends. It may not move or attack this turn.
Support Weapons
The crew are knocked over as above, and the weapon is spun to face a direction determined by the Scatter Dice. It may not move or shoot this turn.
Dreadnoughts & Walkers
Roll on the model's Leg Damage Table. The model may not shoot this turn.
Bikes & Vehicles
The vehicle is spun to face a direction determined by the Scatter Dice and moves Out of Control this turn. It may not shoot this turn.
Terrain
A D6 roll of 4+ brings down buildings, trees, rocks, walls and the like; a bunker or other solid fortification needs a 6. Anything standing in or on a structure that comes down is destroyed with it.

If the 2D6 roll for the pulse's range is a double, the generator keeps working and produces another pulse at the start of the opposing player's next turn—otherwise it burns out and is removed from play.

Rad Grenade

A Rad grenade has no blast to speak of. Work out where it lands as normal, then place a Rad counter face down on the spot, drawn at random from a set made beforehand—small blanks of card will do. Only the thrower may look at it, and the radius stays secret for the rest of the game.

Anything standing inside that radius is hit at once, automatically. So is any model that later moves inside it, and again every turn it stays. The counter is never removed: the ground it marks stays poisoned for the rest of the battle.

Radiation cannot be seen, and a scanner is the only thing that reads it—which few troopers carry.

Rapier Laser Destroyer

Heavy—a four-barrelled anti-tank laser on a motorised track unit: it moves only under its own power, up to 4" in the Movement Phase while one of its two crew is within the 4" reach of their radio control box, and it cannot move and fire in the same turn. Its all-terrain tracks take difficult terrain at half pace and obstacles up to 1" high without penalty.

It fires into a 45° arc to its front; turning it onto a target outside that arc costs the turn's shot.

Gun and crew are separate targets—short range picks the weapon or either crew member, long range randomises—and either crew member alone works it, though with both dead it sits useless. It takes fire as a vehicle of Armour Value 10, wrecked by any penetrating hit; surviving crew fight on alone, crew another rapier, or claim an abandoned one.

Reaper Autocannon

One Sustained Fire Dice may be thrown again. The second throw stands, better or worse.

Rod of Khorne

A Psyker touching the wielder base to base as a Psychic Phase begins loses D3 Wounds, and no save of any kind applies.

Rod of Torment

A model that loses even a single wound to the Rod is overwhelmed: it comes off the table as a casualty, however many wounds it still has. The victim must also pass a Leadership test on 2D6 or die screaming, so horribly that a Break test is forced on every friendly model within 8".

Scare Grenade

A model whose base lies wholly inside the cloud breathes it in and is hit; one only partly inside may keep enough of it out, and is hit on a 4, 5 or 6. Scare is taken in through the skin, so only a model wholly sealed off from the air is safe.

Troop Type

D6 Roll to Scare

Dreadnoughts, Eldar Aspect Warriors, enclosed vehicles, Space Marines, Terminators
No effect
Other troops, Eldar Guardians included, and Imperial Guard, Orks, Space Marine Scouts and Squats
2+

The cloud thins at once: work out who is scared, then remove the marker.

A scared model in cover stays in it, too frightened to move, act or fire. A scared model in the open turns to the nearest cover away from the enemy—or to the table edge, if that is closer—and flees 2D6" towards it in its own turn, hiding there if it can. It does nothing else, uses no weapon, and does not fight back when attacked. Either way Squad Coherency is suspended, and the rules for Broken models cover anything else that comes up.

A scared model, each of its own side's turns, shakes the gas off on a 5 or 6. Otherwise the fright stays with it for the rest of the battle.

Scatter Laser

Puts out as many as six shots in the Shooting Phase. They need not all go at one target, though every target after the first must lie within 6" of it, and the shots are divided among the targets before any dice are rolled.

Scorpion's Bite

The Scorpion's Bite shoots automatically before close combat is resolved, exactly as a mandiblaster does—work the shot out as normal shooting. On a hit, roll two D6 and keep the higher: if the score equals or beats the target's Toughness, the target takes D3 wounds, saving at -3.

Shokk Attack Gun

A Mekboy carries the Shokk Attack Gun, with a Runtherd and several bases of Snotlings in tow. Each is bought separately from the Ork army list; together they form one special unit when the battle opens, and normal Squad Coherency rules bind the unit throughout the game.

The gun throws a force field tunnel across a sliver of the warp. Its entrance yawns open before the muzzle; where it comes out again is the player's to choose—range is unlimited, though the standard rules for Firing Arcs and Line of Sight apply. Firing requires the Mekboy to have stayed still that turn; no such demand falls on the Runtherd or the Snotlings. 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. Models standing on top of a bunker that are touched by the marker are affected individually. A Misfire cancels the shot—roll on the Misfire Table below instead.

Misfire Chart (D6)

1-2
Destroyed—the gun explodes; the Mekboy is killed. Any Snotlings fired are lost in the warp.
3+
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
Frenzied Snotlings swarm over the model—anything that is neither Ork nor Gretchin takes 1 wound, saving on its ordinary Armour Save.
6
Snotlings materialise inside the victim's body—the model is killed, no matter how many wounds it has, with no saving throw allowed.

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; once halted, it cannot move for the rest of the game.
2
One randomly selected weapon is infested. Every time it fires, roll D6; on 1-3 it explodes, causing one randomly located, 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, ordinary Armour Save allowed.
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 Chart (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.
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+
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, with no armour save allowed.
2-5
Frenzied Snotlings attack everything in the bunker—each model takes 1 wound, its ordinary Armour Save allowed.
6
A Snotling materialises inside an ammo box causing a huge explosion that kills everything in the bunker, no armour save permitted.

Shuriken Shrieker Cannon

Two rounds fit the same barrel, and which is loaded must be declared before firing. Ordinary shuriken ammunition is worked out as normal, and may be fired at vehicles. A shrieker round is hollow, carrying a tailored enzyme serum: it must be loaded one at a time, so takes no Sustained Fire, and works on living targets and nothing else.

Shrieker rounds roll to hit as usual. A model hit takes its Armour Save at –3; if that save fails the serum is in. Note the model: in each of its Movement Phases it rolls 2D6 and staggers that many inches in a random direction, doing nothing else, until it walks off the table—or until the 2D6 comes up 7 or any double, at which point the serum finishes its work and the model bursts.

Where a victim bursts, centre a 1" Blast Marker on it—everything within takes an S3 hit for 1 wound.

A squad with any model inside 2" of a victim as its Movement Phase begins takes a Break Test, friend or foe alike.

Silent Death

Thrown, it hunts. Nominate the first target and roll to hit; on a hit, nominate another target within 2" of the last and roll again, and so on until a miss, or until no further target lies in range and within 2" of the previous one. The weapon then returns to the thrower's hand of its own accord.

Singing Spear

When the Psychic phase ends, up to two unspent force cards may be laid into the spear rather than discarded, and drawn out again in later Psychic phases. It may be thrown up to 12" in the Shooting phase, returning to the psyker afterwards. Thrown or swung, it adds the wielder's Mastery Level to their Strength and wounds daemons outright, no saving throw permitted; each stored force card expended is worth a further +2 Strength and -2 on the armour save.

Smasha Gun

May be fired at any target within a 90° forward arc and a clear Line of Sight. Roll to hit on the table below, irrespective of the gunner's BS.

Range Foot Trooper Bike, Terminator Other Vehicle, Dreadnought
0-24" 6 6 5+
24-36" 6 5+ 4+
36-48" 6 6 5+
48-60" Miss 6 6

If the shot hits, the target is lifted into the air. Roll a D6: the crew may move the victim up to that many inches before dropping it. Roll the Scatter Dice to determine which direction the model faces when it lands.

Dropped foot troopers and Terminators suffer 1 wound with a -1 save modifier. A dropped vehicle takes damage as if it had collided with a building: its legs, wheels or tracks take damage at the vehicle's own ram value, with every other location doing the same on a D6 roll of 4+. Dropped support weapons are destroyed.

Anything under the victim when it is dropped takes damage as a collision, using the dropped model's ram values—it always counts as having been moving 10" or more, however far it was actually moved. A large vehicle may land on several models; work out damage against each separately. Foot models get no chance to dodge, and a dropped model takes no additional damage for landing on another.

Smoke Grenade

Normal eyesight cannot penetrate smoke, but infra-red vision, auto-senses, scanners, targeters and bionic eyes all see through it perfectly well—so it is the weaker screen of the two, a Blind Grenade being proof against those devices too. All Space Marines, Space Marine Scouts and Terminators, all Imperial Guard and Squats carry sight of that kind.

A model that cannot see through the cloud may not shoot into or through it. Psychic powers cross smoke unhindered, though a psyker still cannot see through it unaided.

A model inside the cloud either stands still or moves at half rate in a direction rolled at random. One fighting in Hand-to-Hand Combat inside it does so at half Weapon Skill, rounding up.

Spinefist

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.

Splatta Kannon

Pivot the gun on the spot to face the direction of fire, then roll an Artillery Dice. On a Misfire, roll a D6 on the chart below. Otherwise, add 20 to the score: the splatta shell travels that many inches directly forward, stopping early at the first model or obstacle it meets. Any target in its path is hit automatically.

Splatta Kannon Misfire Chart (D6)

1-2
Destroyed—the Splatta Kannon bursts apart, taking its crew with it. Remove gun and crew alike.
3+
May Not Shoot—some small fault silences the Splatta Kannon this turn. No harm is done, and it fires again as usual next turn.

Obstacles are anything that would grant a model Hard Cover; Soft Cover will not stop the shell. A model standing hard behind a struck obstacle is hit along with it, and the shell bounces on regardless.

Each time the shell hits a target or strikes the ground it changes direction: roll the Scatter Dice for its new direction and the Artillery Dice for the distance it travels—nothing is added to these subsequent bounces. Resolve any hits as before. The shell continues to bounce until it leaves the table or a Misfire is rolled, which simply ends its movement—only the first roll can trigger the Misfire Chart.

Squig Catapult

Fires a pot of Buzzer Squigs. Fire as a Guess Range weapon using a 1" Blast Marker, with two exceptions: the crew do not need Line of Sight to the target point, and a Misfire is not a dud—roll a D6 on the chart below instead.

Squig Catapult Misfire Chart (D6)

1-2
Destroyed—the catapult breaks under the strain as it is fired and is destroyed, its crew slain or injured. Remove the model and its crew.
3-4
Ooooops—a crew member is flung instead of the squig pot, crashing down 2D6" from the aiming point, the direction given by the Scatter Dice. Landing kills the Gretchin, and anything standing where it falls takes a S3 hit with a -1 save modifier.
5+
May Not Shoot—some small fault silences the catapult this turn. No harm is done, and it fires again as usual next turn.

When the pot lands it bursts open, releasing a swarm of Buzzer Squigs. Ordinary saving throws do not apply—any troops or vehicles touched by the marker must instead make the D6 saving throw shown below. Models that fail are eaten alive and removed as casualties. A vehicle that fails has its crew slain but is itself unharmed; a robot or Dreadnought that fails has its circuitry consumed and is rendered useless.

Buzzer Squig Save Chart (D6)

Automatic
Avatars, Greater Daemons, Hive Tyrants
2+
Vehicles, Robots, Dreadnoughts, Carnifexes
3+
Fully enclosed Power Armour, Aspect Armour, Terminator Armour
4+
Daemons, Genestealers, Tyranids
5+
All other troops

Buzzer Squigs will not attack Orks, Gretchin or Snotlings. The swarm remains in play after it lands: after any turn in which it causes one or more casualties, roll a D6—on a 1-3 the squigs are sated and the marker is removed; on a 4+ they remain in play. Each subsequent Ork turn the swarm moves 2D6" in the direction given by the Scatter Dice, attacking every model it moves over.

Stasis Grenade

The target may be a model, a piece of scenery, or any visible patch of ground. Everything under the marker is caught in the loop; a model only partly under it is caught on a D6 roll of 4, 5 or 6, and is otherwise moved clear.

Inside the loop nothing happens at all. Trapped models may not act, and nothing outside can affect them—they cannot move, shoot, or be shot at. A loop cannot be shot through, though it can be seen through normally.

Time Distortion

Every model within 4" of the centre of the marker, but not under it, is caught in the surrounding distortion. No roll is needed and base coverage does not matter. Such models move at half rate in their own turn, and may shoot or use Psychic Powers only if a D6 first scores 4 or more. Hand-to-Hand Combat is fought every other turn.

Firing into the distortion, out of it, or clean through it, carries -2 To Hit. A model with the movement to leave the distortion is free of it; one that moves from the distortion into the loop is trapped.

Stasis-loop Chart (D6)

1-2
The loop holds until the end of the testing side's turn. The power source is then spent and the loop is removed with no further effect.
3-6
The loop stays where it is.

The chart is rolled once per side, each turn. A Stasis grenade is too bulky for a Grenade Launcher.

Strangleweb

A model hit rolls a D6 and adds its Strength. A total of 9 or more tears the web away. Anything lower leaves the model held, and it must pass its basic Armour Save or take 1 Wound. A shield will save; a force field will not.

A model still held and still alive tries again at the start of every turn thereafter, until it works free, dies, or the game ends. While held it can do nothing but use Psychic Powers. It is not a legitimate target and cannot be charged, it counts as a casualty for Break tests, and if still held when the game ends it counts as killed for victory points.

A vehicle is immune, though exposed crew and passengers may be hit and held like anyone else. Lose the driver that way and the vehicle goes Out of Control on its next turn.

Swooping Hawk Grenade Pack

A launcher strapped to the leg of an Eldar Swooping Hawk, which releases grenades downward as the warrior flies over. It takes Frag and Krak Grenades only, and carries enough of both to last the battle.

While in flight the model may drop one grenade anywhere directly beneath its flight path. Dropped grenades are worked out in the Movement Phase, rolling To Hit and scattering as a thrown grenade does.

Dropping a grenade does not stop the model firing in the Shooting Phase, though it may not drop a grenade and throw one in the same turn. Single grenades may also be taken from the pack and thrown by hand.

Sword of Asur

The sword may be swung in one hand or both—choose each time it attacks, using the matching profile: a hand free to fight with a second weapon, or a single devastating blow. Charged with the psychic power of Asurmen, its wounds ignore daemonic saving throws entirely.

Sword of Secrets

A potent close combat weapon, and one that can be turned to parry.

Talon of Horus

To the Imperium the Talon is evil incarnate: it causes Terror in Imperial forces, except Blood Angels Space Marines, who fall under the rules for Hatred instead. An early custom storm bolter rides the back of the claw, so in a turn the Talon may shoot or fight in close combat—never both.

Tanglefoot Grenade

A tanglefoot leaves no cloud. Mark where it lands with a chit and every model within 3" of that mark moves at half rate. Nothing else is affected—shooting and psychic powers go on as normal.

A vehicle in the field counts every inch it covers as two. As it leaves, roll for the course it comes out on.

Vehicle in a Tanglefield Chart (D6)

1
Carry on straight ahead for the rest of the move.
2
Swing 45° left, then straight on for the rest of the move.
3
Swing 45° right, then straight on for the rest of the move.
4-6
No effect—move as normal.

Tarantula

Its crew member directs it from up to 4" away by control box. It moves up to 4" in the Movement Phase, only under its own power and never through difficult terrain or over obstacles; it may move and fire in the same turn, and fires in any direction.

Platform and crew member are separate targets—the firer picks at short range where both are visible, randomises at long—and the platform takes fire as a vehicle with an Armour Value of 10: penetration destroys it outright, while a dead crew member leaves it standing idle. A crew member who loses the platform fights on alone, reinforces another Tarantula, or takes over one left crewless.

Terminator Auto-Launchers

A suit of Terminator Armour may be fitted with a harness of auto-launchers similar to those mounted on vehicles. The harness carries three grenades of the same type, fired together, and may be triggered in addition to the model's normal firing.

One grenade strikes a point exactly 6" away within the model's 90° fire arc; the other two land D3" off that point. Before battle the harness is loaded with either Frag or Blind grenades.

Thudd Gun

Heavy—the quad launcher moves only under its own power, up to 4" in the Movement Phase while a crew member is within the 4" reach of its radio control box. It cannot cross difficult terrain or obstacles, pivots freely on the spot, and otherwise moves only under tow behind a vehicle; readying it to shoot means it cannot move and fire in one turn.

Gun and crew are separate targets—shots at short range may pick the gun or either crew member, long-range hits randomise—and one of its two crew runs it alone, though with both dead it stands idle. The gun takes fire at an Armour Value of 10, a penetrating hit wrecking it; crew who lose it fight on alone, reinforce another thudd gun, or take over one left crewless.

Each shot is a salvo of four bursts laid out with the special Thudd Gun Salvo template. Fire at a visible target as with any weapon—roll to hit, Scatter on a miss—then:

  1. Centre burst 1 on the landing point, arrow pointing straight back at the gun.

  2. Roll a D12; set blast 2's arrow to that number on blast 1's rim. Place blasts 3 and 4 the same way, each from the one before.

  3. A model wholly under any template is hit, partly under on a D6 roll of 4+—one hit at most, however many templates cover it.

Speculative fire drops a salvo where the crew cannot see:

  1. Declare in the Shooting Phase and mark any point within maximum range; aligning the gun takes the whole turn, so it does not shoot.

  2. It must stay put through the enemy turn and its own next Movement Phase—moving removes the marker and restarts the process.

  3. In its next Shooting Phase it may fire at the mark: roll to hit as normal, scatter misses, lay the template as above.

Thunder Hammer

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.

Torgarl's Plasma Blade

Thrown rather than swung. How far it reaches is worked out from the thrower's Strength, the way a grenade's is, and the attack is resolved like any other Shooting attack. A homing mechanism carries the blade back to its owner once it has struck.

Toxin Grenade

Models wholly under the marker breathe the gas and are hit automatically; those partly under it may jump clear, and are hit on a D6 roll of 4, 5 or 6. What a hit does depends on what the model is wearing.

Troop Type

D6 Roll to Kill

Dreadnoughts, Eldar Aspect Warriors, enclosed vehicles, Space Marines, Terminators
No effect
Eldar Guardians, Imperial Guard, Orks in 'eavy armour, Space Marine Scouts, Squats
3+
Other troops, Orks, Gretchin
2+

Toughness and wounds count for nothing. Sealed armour carries its own air, so anything wearing it is safe, as are enclosed vehicles, dreadnoughts, and troops inside sealed buildings. Tyranids and their constructs are immune—a metabolism from another galaxy shrugs off poisons from this one—though Genestealer hybrids are not.

The cloud stays on the table and drifts as any other, on the Blast Cloud Movement Chart.

Traktor Kannon

Pick a target as usual; there is no roll to hit, the victim simply being seized and hauled in towards the kannon. Roll an Artillery Dice: on a Misfire, roll a D6 on the chart below; otherwise the score is the Strength of the hit. All normal saving throws apply. Vehicles, support weapons and buildings are instead hit with an armour penetration equal to the Artillery Dice roll plus 3D6.

If the victim survives, it is dragged towards the kannon a number of inches equal to half the rolled Strength. Foot troopers are dragged over or through intervening terrain without further damage. Vehicles collide with any terrain or vehicles they hit and run over any foot models that fail to dodge—a dragged vehicle counts as having moved 10" or more whatever the actual distance. Dragged support weapons collide as vehicles, with the same ram values as a bike (S5, -2 save modifier, D4 damage). Buildings are not dragged, but may suffer damage as above.

Dragged models may move and attack normally in their own turn. Models dragged out of Squad Coherency must attempt to reform as soon as they can.

Traktor Kannon Misfire Chart (D6)

1-3
Reversed Polarity—the beam drags the kannon towards the target instead. Roll the Artillery Dice again, re-rolling any further Misfires, for the distance the kannon is hauled; apply any damage to the kannon as for a vehicle.
4+
Overheating—the crew cut the power before the kannon can explode; it needs a turn to cool. It may not be fired this turn or next.

Two-handed Weapon

A drawn round of Hand-to-Hand Combat goes against the wielder, whatever the Initiative values on either side. Battle axes, two-handed swords and every other large primitive weapon belong here.

Tyrant's Claw

The Claw fights in only one phase each turn—Shooting, or Hand-to-Hand Combat—never both: the built-in heavy flamer scours anything at close range, while the hooks and blades let Huron parry blow for blow.

Venom Cannon

The Venom Cannon fires a salvo—a barrage of shots—worked out with 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.

Vibrocannon

Any point in range serves as the aiming point—a target proper, or bare ground. Nothing is rolled to hit; roll to Scatter instead to find where the beam lands, then draw a line from there back to the weapon. Everything lying under that line is hit automatically. Flyers and skimmers are beyond it.

A model hit takes 1 hit at a Strength equal to its own Toughness. A vehicle takes 1 hit on the first of its locations along the beam that touches the ground.

The better armoured the target, the worse it fares. Armour Penetration against anything with an Armour Value is read off the table below:

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

A model already struck by another Vibro-Cannon beam that turn has its save modifier doubled, to -4. Where the target has an Armour Value, one more D6 joins the penetration dice.

Virus Grenade

A model whose base lies entirely under the marker is hit; one only partly under it is hit on a D6 roll of 4, 5 or 6.

Troop Type

D6 Roll to Kill

Dreadnoughts, Eldar Aspect Warriors, enclosed vehicles, Space Marines, Terminators
No effect
Other troops, Eldar Guardians included, and Imperial Guard, Orks, Space Marine Scouts and Squats
3+

Contagion

A model killed by the virus is not removed. Lay it down and roll a D6: that is the contact range in inches. Every model within the range that the virus can harm is killed on a D6 roll of 4, 5 or 6. Lay each new casualty down and roll again for it, so the contagion spreads outward from body to body. A model lying inside two contact ranges tests against both.

Once a round of rolls finds no fresh victims the virus has mutated into something harmless and the outbreak ends. Bodies are removed at that point. Tyranids and their constructs are of other genetic stock and are largely untouched, but Genestealer hybrids have their hosts' weaknesses and die like anything else.

Vortex Grenade

Everything under the marker is destroyed outright. Anything the marker merely touches is destroyed on a D6 roll of 4 or more. Neither armour saves nor force fields offer any protection whatever, and a Displacer Field will not shift its wearer clear.

Terrain goes the same way: trees, rocks, walls and any part of a building are destroyed where the vortex touches them. Nothing can be seen or shot through a vortex, and no Psychic Power will cross it.

Vehicles

A vehicle wholly covered is destroyed. A vehicle partly covered has each covered location hit on a D6 roll of 4, 5 or 6, its armour penetrated automatically; roll on the location's damage table with +1 on the effect roll.

Vortex Chart (D6)

1-2
The vortex closes. Remove the marker; there is no further effect.
3-4
The vortex stays as it is.
5-6
The vortex rolls D6" in a random direction and unmakes whatever lies in its way.

The chart is rolled once per side, each turn. The grenade is far too heavy for a Grenade Launcher.

Wailing Doom

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

Web of Skulls

Cast like a spinning bolas, it may be sent at three targets, no two of them more than 12" apart, striking one after another before returning to its wielder's hand. In Hand-to-Hand Combat it swings as a flail on the same Strength and Save Modifier.

Web Pistol

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.

Weirdboy Staff

The staff is a force weapon: in Hand-to-Hand Combat the Weirdboy adds their Mastery Level to their Strength, and daemons are wounded outright. Carrying it also lets the Weirdboy reroll a failed Waaagh! test, once.

Whirlwind Multi-Launcher

The multi-launcher carries ten rockets, fired in programmed salvoes of two. In battles of six or more turns, keep track of ammunition expenditure—in shorter games the launcher will not run dry.

The two rockets of a salvo are primed to detonate together as a single barrage. Set the 3" Blast Marker down and roll to hit as usual. A miss Scatters as usual, with one exception: on a Hit & Misfire result the launcher is not destroyed—a malfunction has occurred instead. Roll a D6 on the chart below.

Multi-Launcher Malfunction Chart (D6)

1-2
The rockets detonate inside their launch tubes. The launcher and the vehicle carrying it are destroyed and the crew slain. Anything within 3" takes D6 hits at Strength 10, -3 save modifier.
3-4
The firing mechanism fuses. No barrage is fired this turn, but the rockets are expended—mark them off. From then on the launcher fires only after a D6 roll of 4+.
5+
Duds—the salvo never leaves the tubes. The rockets are expended—mark them off—but the launcher fires as normal from the next turn.

Indirect Fire

A sophisticated scanner suite lets the crew fire on enemies they cannot see. Targets need not be in the firer's Line of Sight, though Choosing a Target otherwise still applies. Set the Blast Marker down and roll to hit as usual; a miss Scatters as ever. Firing Indirectly is less accurate than direct fire: rather than models under the marker being hit automatically, every model—or vehicle location—wholly or partially under the marker is hit on a D6 roll of 4+.

Witch Blade

When the Psychic phase ends, up to two unspent force cards may be laid into the blade rather than discarded, and drawn out again in later Psychic phases. In Hand-to-Hand Combat it adds the wielder's Mastery Level to their Strength, and it wounds daemons outright, no saving throw permitted. Stored cards may be expended for more: each one spent is worth a further +2 Strength and -2 on the armour save. The blade parries.

Wraithcannon

A vehicle struck has its armour penetrated without a roll. Anything else struck takes a Distort Test on the chart below:

Wraithcannon Distort Test Chart (D6)

1-3
Destroyed. Remove the model at once as a casualty.
4+
Moved. Shift the model 2D6" in a random direction, found with a Scatter Dice.

Xyclos Needler

A serum is chosen before rolling to hit. If the target's armour or field saving throw fails, the serum takes hold automatically—no roll to wound is made. Serums affect only living creatures; against anything else the needler falls back on its basic profile.

Xyclos A deals D3 wounds per hit, automatically. Xyclos B breeds psychotic visions—a D6+2 roll on the Hallucinogen Effect Chart decides which. Xyclos C sets the target alight as though ignited by a flamer; the flames cannot be smothered, though they may burn out on their own, and a model that dies explodes with the effects of a Plasma Grenade.