| (Cover art removed) |

67 |
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. |

68 |
|
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 |
(Artwork removed) |

69 |
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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
3 |
1 |
|
|
|
| |
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.
|

70 |
|
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" |
|
4 |
1 |
|
|
|
| |
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
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" |
|
special |
|
|
 |
| Save modifier |
Type |
Area |
| |
|
1½" |
|
|
| |
|

71 |
| (Artwork removed) |

72 |
|
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" |
|
4 |
1 |
|
|
|
| |
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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
8 |
D6 |
|
 |
| Save modifier |
Type |
Area |
| -4 |
|
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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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
|

73 |
|
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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| +1 |
|
|
|
|
| |
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" |
|
7 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
|
|
|
| |
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" |
|
|
|
| Scatter |
|
|
3 |
1 |
| Solid |
|
|
4 |
1 |
| Gas |
|
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| |
|
|
| |
|
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
|
|
|
| |
|

74 |
|
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" |
|
3 |
1 |
|
|
|
| |
|

75 |