Weapons

Ultramarines by John Blanche
John Blanche, Ultramarines

Close combat

WeaponStrengthDamageSave ModifierArmour PenetrationSpecial
AxeUser1S+D6
Axe of KhorneUser+1D3S+D6
BayonetUser1S+D6
BoneswordUser1-3D6+D12+6
C'tan Phase Sword51No Save2D6+5
Chain-AxeUser+11-2S+D6
Chainfist10D4-6D20+D4+D6+10
Chainsword41-12D6+4
Crozius Arcanum5D3-3
Digital Lasers31-1D6+3
FlailUser+11S+D6
Force AxeUser+Mastery1SpecialS+D6
Force RodUser+Mastery1SpecialS+D6
Force SwordUser+Mastery1SpecialS+D6
Frostfang5D3-22D6+D3+5
HellbladeUser+1D3S+D6
Hunting Lance61-2D6+D12+6
LanceUser1S+D6
Lash Whip41-1
Lightning Claws8D3-5*
Neuro-Gauntlet71-4D6+D12+7
Plague KnifeUser1S+D6
PlagueswordUser1S+D6
Power Axe
One-handed51-2D6+5
Two-handed61-3D6+D12+6
Power Claw81-5D6+D20+8
Power Fist81-5D6+D20+8
Power Mace5D3-22D6+D3+5
Power Maul51-3D6+5
Power Scourge61-3D6+D12+6
Power Sword51-32D6+5
Rod of Khorne81-5D6+8
SwordUser1S+D6
Thunder HammerD6-5*
Two-handed WeaponUser+21S+D6

Pistol

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
Autopistol0-88-16+231D6+3
Bolt Pistol0-88-16+241-1D6+4
Executor Pistol
Bolt Pistol0-1212-24+2+141-1D6+4
Needle Pistol0-88-16+231-1D6+3
Exitus Pistol0-66-12+2-151-3D6+5
Hand FlamerSmall Flamer Template41-2D6+4
Hotshot Laspistol0-88-16+2-141D6+3
Laspistol0-88-16+2-131D6+3
Master-crafted Bolt Pistol0-1212-24+2+141-1D6+4
Master-crafted Plasma Pistol0-88-24+2-161-1D6+6
Mk 1 Plasma Pistol0-66-18+2-161-1D6+6
Needle Pistol0-88-16+231-1D6+3
Plasma Pistol0-66-18+2-161-1D6+6
Shuriken Pistol0-66-12+241-2D6+4
SpinefistMedium Flamer Template41-1D6+4
Stub Gun0-88-16-131D6+3
Web Pistol0-44-8-1****

Basic

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
Animus Speculum0-1212-24+151-52D6+5
Arbites Combat Shotgun
Solid0-44-18-141D6+4
Scatter0-44-18-131D6+3
Executioner0-44-18-1+141-2D6+D3+4
Auto-Launcher
Frag6Auto31-1D6+3
Krak6Auto6D6-32D6+6
Blind6Auto****
Autogun0-1212-24+131D6+3
Auxiliary Grenade Launcher0-66-12****
Boltgun0-1212-24+141-1D6+4
Bow0-1212-24-131D6
Crossbow0-1616-32-141D6
Death Spinner Monofilament GunLarge Flamer Template-2
Deathspitter0-1212-32+161-2D6+6
Devourer0-66-184D3-2D6+4+D3
Doom SirenDoom Siren Template*S+D61S+D6
Exitus Longrifle0-1818-36+1+151-3D6+5
FlamerMedium Flamer Template41-2D6+4
FlamespurtMedium Flamer Template31-2D6+3
Flesh Hooks0-88-1641-1D6+4
Fleshborer0-88-16+141D6+4
Gauss-Flayer Gun0-66-24+141-2D6+4
Graviton Gun0-88-16+1*
Grenade Launcher
Frag0-2020-72-131-1D6+3
Krak0-2020-60-16D6-32D6+6
Gretchin Blunderbuss0-6Auto31D6+3
Handbow0-88-16-141D6
Hotshot Lasgun0-1212-24+141-1D6+3
Laser Lance0-66-12+15D3-3D6+D3+5
Lasgun0-1212-24+131-1D6+3
Meltagun0-66-12+18D6-42D6+8
Mk 1 Plasma Gun0-66-24+171-2D6+7
Musket0-1212-24-131-1D6+3
Needle Sniper Rifle0-1616-32+11-1D6+3
Pack Grenade Launcher0-88-16-1****
Plasma Blaster0-66-24+171-2D6+4
Plasma Gun0-66-24+171-2D6+7
Psycannon0-88-16+2+141-2D6+4
Ripper Gun0-66-12Auto-241D6+4
Shotgun
Solid0-44-18-141D6+4
Scatter0-44-18-131D6+3
Shuriken Catapult0-1212-24+141-2D6+4
Sonic Blaster0-1212-32+141-2D6+4
Spike Rifle0-1212-3231-1D6+3
Staff of Light0-66-18+15D3-2D6+D3+5
Storm Bolter0-1212-24+1-41-1D6+4
StranglewebSmall Flamer Template
Terminator Auto-Launchers
Frag631-1D6+3
Blind6****
Wailing Doom0-66-128D3-4D6+D3+8
Wraithcannon0-88-16*

Heavy

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
Assault Cannon0-1212-32+18D10-3D6+D10+8
Autocannon0-2020-708D10-3D6+D10+8
Barbed Strangler0-1818-36-14-1D6+4
Bio-Plasma0-1818-36+18D6-42D6+8
Blastmaster0-2020-40D6+4D6-33D6+8
Cyclone Missile Launcher0-2020-72+1+18D10-6D10+D6+8
Gauss Cannon0-1212-36+16D6-32D6+6
Havoc Missile Launcher0-2020-7241-1D6+4
Heavy Bolter
Standard Shell0-2020-405D4-2D6+D4+5
Hellfire Shell0-2020-40D6-2D6+5
Heavy FlamerLarge Flamer Template51-3D6+5
Heavy Plasma Gun
Low Energy0-2020-407D4-2D6+D4+7
Maximum Power0-2020-7210D10-6D6+D10+10
Heavy Stub Gun0-2020-4041-1D6+4
Heavy Webber0-1212-24****
Lascannon0-2020-6092D6-63D6+9
Missile Launcher
Frag0-2020-7241-1D6+4
Melta0-2020-728D6-42D6+8
Plasma0-2020-7251-2D6+5
Anti-Plant0-2020-72****
Blind0-2020-72****
Super Krak0-2020-728D10-6D6+D10+8
Mk 1 Heavy Plasma Gun
Low Energy0-2020-407D4-2D6+D4+7
Maximum Power0-2020-7210D10-6D6+D10+10
MortarGuess 12-6041-1D6+4
Multilaser0-2020-60+16D4-1D6+D4+6
Multimelta0-1212-24+182D12-4D6+2D12+8
Reaper Autocannon0-2020-408D6-32D6+8
Shokk Attack Gun********
Shuriken Shrieker Cannon0-2020-40+15D4-3D6+D4+5
Venom Cannon0-1616-328D10-3D6+8+D10

Support

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
Battlecannon0-2020-7282D6-33D6+8
Conversion Beam Projector0-2020-40-1*D6**
Demolisher Cannon0-1212-24102D6-33D6+10
Distort Cannon0-1616-32**Auto
Dreadnought Missile Launcher
Frag0-2020-7241-1D6+4
Super Krak0-2020-728D10-6D6+D10+8
Earthshaker Artillery Gun0-2020-15082D6-33D6+8
Heavy Mortar
FragGuess 12-48"31-1D6+3
InfernoGuess 12-48"5D3-3D6+D3+5
MeltaGuess 12-48"8D10-4D6+D10+8
Inferno Cannon*Large Flamer Template6D6-42D6+6
Mole Mortar12-2424-72
Pulsa Rokkit******
Pulse Laser0-2020-6092D6-63D6+9
Rapier Laser Destroyer0-1818-72+192D10-6D6+2D10+9
Scatter Laser0-2020-60+161-1D6+6
Smasha Gun********
Splatta Kannon**6D4-2D4+D6+6
Squig KatapultGuess 0-48"****
Tarantula0-2020-6092D6-63D6+9
Thudd Gun0-1212-72-161-2D6+6
Traktor Kannon0-3636-72*****
Vibrocannon0-2020-72***1-2*
Whirlwind Multi-Launcher0-2020-725D4-2D6+D4+5

Grenades

WeaponRangeTo HitStrengthDamageSave ModifierArmour PenetrationSpecial
ShortLongShortLong
Anti-plant GrenadeUser S x 2 + 2****
Blind GrenadeUser S x 2 + 2****
Choke GrenadeUser S x 2 + 2****
Frag GrenadeUser S x 2 + 231-1D6+3
Hallucinogen GrenadeUser S x 2 + 2****
Haywire GrenadeUser S x 2 + 2****
Krak GrenadeUser S x 2 + 2--16D6-32D6+6
Melta Bomb8D6-4D6+D20+8
Photon Flash FlareUser S x 2 + 2****
Plasma GrenadeUser S x 2 + 251-2D6+5
Psyk-out GrenadesUser S x 2 + 231-1
Rad GrenadeUser S x 2 + 2D6+41-32D6+D4
Scare GrenadeUser S x 2 + 2****
Smoke GrenadeUser S x 2 + 2****
Stasis GrenadeUser S x 2 + 2****
Tanglefoot GrenadeUser S x 2 + 2****
Torgarl's Plasma BladeUser S x 2 + 271-42D6+7
Toxin GrenadeUser S x 2 + 2****
Virus GrenadeUser S x 2 + 2****
Vortex GrenadeUser S x 2 + 2****

General Weapon Special Rules

Name

Rule

Related

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.

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

This weapon has a Blast area of 1.5".

This weapon has a Blast area of 1".

This weapon has a Blast area of 2".

This weapon has a Blast area of 3".

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

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

This weapon causes Fear.

This weapon may be used in Close Combat.

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.

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

Nominate a direction within the weapon's 90° front firing arc, 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.

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.

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.

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

May only be used by mounted models.

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

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.

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 crewman, 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 crewman 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—Ork field artillery has the same ram values 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.

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.

This weapon may be used to Parry one attack.

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.

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

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

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

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

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

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+.

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


Unique Weapon Special Rules

Name

Rule

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.

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.

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.

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.

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.

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

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

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.

The beamer moves only under its own power: as far as 4" in the Movement Phase, provided a crewman 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 crewman 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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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

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

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

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

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

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 Table (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.

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

+2 Strength when Charging. Mounted models only.

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.

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.

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.

Usable in Hand-to-Hand Combat alone, and only against Vehicles and Buildings.

On a miss, roll a Sustained Fire Dice for 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 (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.

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.

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

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

Mortar firing procedure:

  1. Nominate a target.

  2. Roll on the Mole Mortar Accuracy Chart.

    Mole Mortar Accuracy Chart (D6)

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

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

A Ground Burst or Subterranean Burst 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+ in its next 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, after which it may Shoot as usual.

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.

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.

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

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

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.

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).

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.

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.

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.

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

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

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.

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 Table (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 (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.

The cannon takes either ordinary shuriken rounds or shrieker rounds—Sustained Fire applies to shurikens only. Which is loaded must be declared before firing. A shrieker round is hollow, carrying a tailored enzyme serum that 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.

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.

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.

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.

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 Katapult Misfire Chart (D6)

1-2
Destroyed—the katapult 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 crewman 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 katapult 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 a direction determined by the Scatter Dice, attacking every model it moves over.

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.

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.

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.

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.

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.

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.

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

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.

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

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

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+
The rockets are duds and fail to fire. They 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. Indirect fire 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+.

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.