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his section lists weapons, vehicles, armour and other equipment available to the armies and adventurers of the far future. Rules are included for each item, as well as a thorough description, many pictoral examples, and other details necessary to incorporate them into the game.

TECHNICAL LEVEL

Where appropriate, items have been allotted a technical level of between 1 and 10. This tech level represents how easy or difficult the item is to use. It does not reflect in any way how difficult the item is to manufacture, install or maintain. many artifacts of unfathomable construction are actually quite easy to use, whereas some easily made items require considerable practice or skill. In some instances, a separate tech level has been given for installation, special use, etc.
No creature may use a device with a tech level greater than its own intelligence characteristic. Most animals have an intelligence rated at 1-4. The base level for using very simple artifacts (such as clubs, maces and axes) is 4. Obviously, mere intelligence is not always enough to guarantee that a creature can use a given artifact ?the creature must be physically able to employ the weapon or item.

UNFAMILIAR EQUIPMENT

The GM has two options regarding the use of unfamiliar equipment. The first is to assume that a player can use all equipment of a technical level no higher than the user's intelligence. This may not be realistic, but in large battles it is practical. If an excuse needs to be found, then the GM may wish to cite previous military training, standardisation of systems, or just plain luck. More realistically the GM can allow a user to employ unfamiliar equipment only after a period of familiarisation followed by a successful dice roll. As before, the character cannot employ items with a tech level greater than the intelligence characteristic. Familiarisation takes 1 full, stationary, inactive turn per tech level of the item. After this period make a test against the user's intelligence using 2D6. 7b successfully understand the device, the dice roll must score equal to or less than intelligence; so, if I is 7, a score of between 2 and 7 indicates success. If the test is failed a character may continue to study the item, and the player may roll again every turn until a successful roll is made or he gives up. During this time a character can do nothing other than study the device. He may study only one device at a time, and time spent in study must be continuous. If concentration is broken (by moving, firing, etc) the character must start again from scratch. Once familiar with an item, the character can use all items of that design, and can show another character how it functions (cutting study time to 1 turn and modifying the 1 characteristic by +1 for purposes of the test).

WEAPON PROFILES

The amazing variety and complexity of the weapons of these future times require that each should be descried in some detail. Special rules have been included in the text where necessary. A summary of these rules appears at the end of the section and can be photocopied for easy reference. The weapon profiles have been devided into seven categories.

Basic weapons Which are fired at a distance using two hands - like a modern rifle.
Close Combat weapons Which includes purely hand- to-hand combat weapons, such as swords, as well as weapons which can be used at a distance and in hand-to- hand combat: pistols, for example.
Heavy weapons Heavy versions of basic weapons - powerful, but cumbersome, giving a movement penalty of ½" or more.
Very heavy weapons Very heavy versions of the basic weapon types, suitable only for use on large vehicles, or as emplaced defences.
Grenades & Shells Grenades suitable for throwing or use in launchers, and shells suitable for use in missile launchers.
Mines Mines and mine laying.
Support Planetary defences, anti- spacecraft weapons and rear- area battlefield support weapons.

Each weapon has been given a profile chart like the one below. The information presented on the chart summarises the weapon's effects and special features.

THE USE OF LARGER WEAPONS

Warhammer 40,000 is a skirmish game it is intended to represent clashes of relatively small bodies of troops. Within this context the largest weapons seem pretty awesome, especially the support weapons, some of which are capable of levelling whole cities. These have been included out of a sense of completeness, but players and GMs shouldn't feel that they have to use such weapons in their games. A more appropriate use for a really heavy weapon is for it to represent a target for a raid, much like a medieval siege engine might become the target for a midnight sally by the defenders of a castle.

(Art removed)

A NOTE ON EFFECTS AND RANGES

We've already mentioned in the introduction that ranges and effects have been deliberately kept low to make the game playable. Some people find this very hard to accept. Try to remember that the universe of the future is very different than that of today, brute force and fear are the rest potent of all weapons.
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The hand-to-hand fighting reputation of a unit may be in itself sufficient to put down a rebellion! Technology and sophisticated weapon systems have no place in this universe equipment must work and, where possible, it must be easy to manufacture on worlds where the only building materials are wood, stone and metal ores. Try to remember to that a weapon's combat effectiveness is measured in terms of durability and ease of production as much as its theoretical performance -hence the relatively low powered laser is the most common weapon. It is true that twentieth century weapon systems may outrange or even outperform some of the weapons described in the following pages (in theory), but then some of the latest generation of combat rifles and vehicles may be outranged and (in practice) out-performed by older models. For example, the old 303 rifle was designed to operate at far greater ranges than the modern ' Bullpup', its sighting mechanism and general construction were also much sturdier - not factors included in the performance statistics but vitally important under battlefield conditions.
In the Warhammer 40,000 universe a battle is often decided at close quarters, and the ranges given for the weapons reflect this. Even so, most weapons would be capable of longer range fire than allowed under the rules. The usual explanation for this is that although weapons could be fired at ranges perhaps ten times as far, the chances of scoring a hit at such ranges are negligible. However, if players wish to take longer ranges into consideration this is possible using the following rules modifications.
1. Ranged weapons have a further range band up to ten times the normal maximum range for bolters, autoguns, missile-launchers and all weapons which fire a physical projectile. Bows, crossbows, slings and energy weapons have a range five times as long as their stated maximum. Note that beamers and grenades have no extended range - the maximum remains as given.
2. At this range a D6 roll of a 6 is required before the normal 'to hit' roll is made. All strengths of hits are reduced by 1 beyond their normal maximum range.

INDEX TO WEAPONS AND RANDOM GENERATION

The index lists each weapon within its general group. A column for randomly generating weapons is also included. This isn't a true random chart because it has been deliberately biased to reflect the popularity and availability of the different weapons. A true random weapon can be obtained by using the index number and any appropriate dice. Some of the weapons would be so unlikely to be used by technologically advanced warriors that they have not been given a % chance. Such weapons can only be introduced at the GM's discretion.

BASIC WEAPONS

1 01-25 Auto-gun
2 26-35 Bolt gun
3 GM decides Bow
4 GM decides Crossbow
5 36-40 Flamer
6 41-45 Graviton gun
7 46-47 Handbow
8 48-65 Lasgun
9 66-70 Melta-gun
10 GM decides Musket
11 71-75 Needle gun
12 76-85 Plasma gun
13 86-90 Shotgun
14 91-00 Shuriken catapult
15 GM decides Sling
(Artwork removed)

CLOSE COMBAT WEAPONS

1 GM decides Antique pistol
2 01-10 Auto-pistol
3 11-20 Blot pistol
4 21-25 Chainsword
5 26-40 Combat accessory
6 GM decides Force rod
7 GM decides Force sword
8 GM decides Halfted weapon
9 41-45 Hand flamer
10 46-55  
11 - Improvised weapon
12 56-57 Jokaro digital weapon
13 58-70 Laspistol
14 71-75 Needle pistol
15 76-77 Neuro-disruptor
16 78-80 Plasma pistol
17 81-83 Power axe
18 84-85 Power glove
19 86-87 power sword
20 88-90 Sawn-off shotgun
21 91-93 Stub gun
22 94-96 Sword
23 97-00 Web gun

HEAVY WEAPONS

1 01-15 Auto-cannon
2 16-20 Conversion beam projector
3 21-25 Distortion cannon
4 26-35 Grenade launcher
5 36-45 Heavy bolter
6 46-50 Heavy plasma gun
7 51-55 Heavy stub
8 56-57 Heavy webber
9 58-75 Las-cannon
10 76-90 Missile launcher
14 91-95 Multi-laser
15 96-00 Multi-melta
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VERY HEAVY WEAPONS

1 01-34 Defence laser
2 35-67 Macro-cannon
3 68-00 Plasma cannon

GRENADES

1 01-02 Anti-plant
2 03-05 Blind
3 06-10 Choke gas
4 11-20 Crack
5 21-30 Frag
6 31-35 Hallucinogen gas
7 36-40 Haywire
8 41-45 Knock out gas
9 46-55 Melta-bomb
10 56-60 Photon
11 61-63 Plasma
12 64-65 Psyk-put (GM's decretion)
13 66-68 Rad
14 69-73 Scare gas
15 74-80 Smoke
16 81-82 Stasis
17 83-85 Stumm gas
18 86-93 Tanglefoot
19 94-96 Toxin gas
20 97-99 Virus
21 00 Vortex (GM's decretion)

SUPPORT

1 01-10 Barrage bomb
2 11-20 Bio-wire bomb
3 21-30 Disruptor beacon
4 31-40 Holographs
5 41-50 Homing beacon
6 51-60 Mine missile
7 61-70 Missile
8 71-80 Nightlight
9 81-90 Plasma bomb
10 91-00 Scatter missile

BASIC WEAPONS

The vast majority of weapons carried by the military and civilians are hand-held, carbinesized guns designed to be fired from the shoulder or hip. These are not practical to use one-handed. In combat they count as improvised weapons unless they have some form of combat accessory (see Close Combat weapons).
Auto-gun. An auto-gun is comparable to a twentieth century automatic rifle in appearance and operation - although it uses caseless, small calibre ammunition and has a rate of fire far outweighing that ancient weapon. Its main advantage is that it has a long effective range. These weapons often find their way into the hands of human militia, and are the standard arm in some less advanced cultures.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-32"
Short Long
+1  
3 1
Save modifier Type Area
-1
C H S F
       
 

Bolt gun. The bolt gun, also known as the bolter or blaster, fires small bolts or shells having explosive or armour piercing tips. Bolt guns are popular with pirates and criminals because they male a loud, violent and suitably satisfying noise. For the same reason they are popular with Orks - and represent the most common weapon used by those loathsome creatures.

 
Short range Long range Shooting to hit Strength Damage
0-12" 21-24"
Short Long
+1  
4 1
Save modifier Type Area
-1
C H S F
       
 

Bow. The bow is an easily made and practical weapon common on feral and primitive worlds.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-24"
Short Long
  -1
3 1
Save modifier Type Area
 
C H S F
       
 

Explosive tipped arrows can be employed instead of the standard steel, etc. These cause strength 4 hits with a -1 save modifier.

Crossbows. Crossbows are reasonably effective and easy to make. Accordingly, they are quite common on feral and primitive planets. Crossbows are mostly used by humans, but other races are capable of manufacturing comparable weapons.

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The normal missile is a short bolt with a steel, plastic or ceramic tip. In addition it is possible to fix a tip which explodes on impact. Explosive tips cause strength 4 hits with a -1 save modifier. .

 
Short range Long range Shooting to hit Strength Damage
0-16" 16-32"
Short Long
  -1
4 1
Save modifier Type Area
 
C H S F
    X  
 

Flamer. The flamer fires a burst of superheated chemical which sticks to the target and burns it up. A target hit by a flamer receives an additional automatic hit during every hand-to-hand combat part of each turn while the chemical burns. This means a target will receive 2 hits during the first turn, one from shooting and one from hand-to-hand combat. Players roll a D6 at the start of their turn to determine whether burning models continue to burn.
1-5 The chemical still burns
6 It goes out
A creature which is burning cannot do anything. Friends in contact can help to beat out the flames (+1 on the dice per beater). Creatures in frenzy ignore the fact that they are dying horribly and just keep on fighting until they die or the flames go out of their own accord.

 
Short range Long range Shooting to hit Strength Damage
0-6" 6-12"
Short Long
+2 -1
4 1
Save modifier Type Area
-2
C H S F
       
1½"
 

Graviton gun. The graviton gun is a curious weapon, it was originally developed for peaceful purposes in low gravity environments. Any target hit by the gun acquires added mass - becoming much heavier almost instantly. This does not physically change or harm the target but it does make movement difficult. The tart receives a movement penalty of D6" for the rest of the game. If this reduces movement to zero the model is helplessly pinned to the ground and can take no physical action. A flying target struck by a graviton gun crashes to the ground causing D6x normal damage on itself and anything it lands on. A hit on a vehicle does not reduce movement, but halves the act/dec rate and doubles the turning radius due to the increased mass. A hit from a graviton gun always takes effect - there is no saving throw.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
+1  
special  
Save modifier Type Area
 
C H S F
       
1½"
 

 

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Handbow. The handbow is a pistol weapon, but because of its construction can only be used at range; it cannot be used in hand-to-hand combat. The weapon resembles a small crossbow, and fires a bolt similar to that of a crossbow. However, it is held in one hand and fired like a pistol. Only the use of advanced fibre tension arms and a servo-assisted mechanism allows the weapon to function the tension would break a weapon built from inferior materials. After every shot the weapon needs to be re-tensioned, which makes it slow to use.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
  -1
4 1
Save modifier Type Area
 
C H S F
    X  
 
 

Lasgun. A useful application of the laser principal with good availability and reliability. Lasguns are fairly low-powered weapons, but are popular with all military forces because they are easy to maintain and cheap to manufacture.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-24"
Short Long
-1  
3 1
Save modifier Type Area
-1
C H S F
       
 
 

Melta-gun. The melta-gun, melter, or fusion-gun, is designed to melt its target away with a blast of near-unstoppable super heat. The weapon needs to be accurately pre-set, and so cannot be moved and fired in the same turn. It has a short range, but its high strength and damage make it a useful weapon to carry.

 
Short range Long range Shooting to hit Strength Damage
0-6" 6-12"
Short Long
+1  
8 D6
Save modifier Type Area
-4
C H S F
    X  
1"
 

Musket. A primitive weapon, still used on some feral and backward planets, of which Birmingham is the most well known (Birmingham - aka The Black Planet - receives almost no visible light and as a result no-one wants to go there. Its inhabitants have become linguistically and culturally isolated).

 
Short range Long range Shooting to hit Strength Damage
0-6" 6-24"
Short Long
  -1
3 1
Save modifier Type Area
-1
C H S F
    X  
 
 

Needle gun. Needlers propel small slivers of poisoned chemical. These dissolve almost instantly on contact, slaying or paralysing the target. The propulsion unit is a small laser. Needlers are favoured by hunters, sportsmen and others who need carcasses or live animals in good condition. An individual using a needler can employ a paralysing instead of a lethal chemical - in which case victims are removed from play, but can be considered alive. Needlers are silent and flashless, and may be

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fired by hidden troops without giving away their positions. Note the positive saving throw modifier - needlers are easily stopped by armour, and even unarmoured troops have a save of 6 on a D6.

 
Short range Long range Shooting to hit Strength Damage
0-16" 16-32"
Short Long
+1  
3 1
Save modifier Type Area
+1
C H S F
    X  
 
 

Plasma gun. The plasma gun fires a hail of plasma bolts; small packets of super-heated energy. The weapon uses a vast amount of power, and for this reason needs to be energised for two whole turns before firing. The weapon cannot be used at all during this two turn power build up.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-24"
Short Long
+1  
7 1
Save modifier Type Area
-2
C H S F
      X
 
 

Shotgun. The shotgun is a smooth-bore, low velocity weapon capable of firing a variety of different ammunition. This versatility makes them useful tools for farmers or settlers. They are relatively easy to manufacture and maintain, ammunition can be produced by almost any planet or outpost, no matter how poorly equipped or badly supplied. Designs vary, although performances are comparable. Some shotguns are magazine fed, others are pump action whilst a few are single shot.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-24"
Short Long
+1  
   
Scatter     3 1
Solid     4 1
Gas     3 1
Save modifier Type Area
 
C H S F
      X
 
    ½"
-1    
Se below    
 

weapons. on many civilised worlds they are carried by police or militia. They are equally popular with outlaws, bandits and, on hiveworlds, with the scum of the city-bottom. Three types of ammo are described here, others are in use but rarer. Gas shells release a deadly gas that disperses by the end of the turn. There is no save for armour. Creatures with breathing apparatus or wearing sealed suits or other atmosphere proof clothing or armour are immune.

Shuriken Catapult. The shuriken catapult utilises the same technical systems that enable some vehicles to hover or move within a planet's gravity field. This principle af gravatic reaction can also be used to fire a small metal projectile. In the case of the shuriken catapult the projectile is a circular or star shaped disc which has a mono-molecular cutting edge. Every burst of weapon fire catapults a hail of these missiles; each fully capable of cutting through steel. and able to slice through flesh and bone quite effortlessly. The weapon easily recognisable by the two polar fins near its muzzle, it is these fins which create the powerful magnetic vortex which draws and accelerates ammunition from the magazine The magazine itself is fiat, circular and sits on top of the weapon. Some variants of the shuriken catapult have fins or magazine positioned in the vertical plane, although this is less common.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-24"
Short Long
+1  
4 1
Save modifier Type Area
-2
C H S F
      X
 
 
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Sling. The sling is a time honoured and versatile weapon and one easily improvised from any strip of material or leather. Although only in common usage on primitive or feral planets, slings are sometimes seen in action during citizen riots and other scenes of civil disturbance. A grenade may be thrown by a sling functioning as an impromptu missile launcher. The profile given is for a normal slingshot or stone.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-18"
Short Long
  -1
3 1
Save modifier Type Area
 
C H S F
    X  
 
 
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