CLOSE COMBAT

Close combat weapons are fundamentally of two kinds, pistols and hand-held impact weapons such as swords, clubs, bottles, etc

Antique pistol. Although not common, this sort of primitive ball and powder weapon is still made and used on some backward planets.

 
Short range Long range Shooting to hit Strength Damage
0-6" 6-12"
Short Long
-1 -2
3 1
Save modifier Type Area
-1
C H S F
X      
 
 

Auto-pistol. Auto-pistols are rapid-firing automatic pistols similar to twentieth century sub-machine guns, but more compact. Still occasionally built on human frontier worlds, and carried by less sophisticated aliens, these are deadly weapons at short range.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
+2  
3 1
Save modifier Type Area
-1
C H S F
X      
 
 

Bolt pistol. These are smaller and more compact versions of the basic bolt gun and find favour amongst the same sort of creatures i.e. those who prefer ugly, cumbersome weapons which make a lot of noise and cause a great deal of obvious damage. A character carrying one of these things means business!

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
+2  
4 1
Save modifier Type Area
-1
C H S F
X      
 
 

Chainsword. This is a popular weapon with pirates, in effect a high-powered chainsaw that can easily rip through flesh or metal.

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

Combat accessory. Many weapons have built in blades, spikes or clubs. Often these are very large and heavy, and are used with a chopping motion rather like axes. Many examples are illustrated throughout these lists. weapons with these attachments do not count as improvised in hand-to-hand combat. This means a weapon which is not a C-type weapon can be effectively converted into a club, axe, etc, by the addition of a combat accessory.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
 
C H S F
X      
 
 

Force rod. This is an unusual weapon of alien origin. It is made from a black substance which is physically indestructable and impenetrable by X-rays or probes of any kind. Rods are nearly always about 15" long and weigh about a pound. Occasionally, rods turn up in other forms; daggers, weird figurines and round circlets like a wrist bangle.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
Se above  
Save modifier Type Area
 
C H S F
X      
 
 

Force rods are useless to normal creatures; only individuals with psychic powers can utilise them. They function as storage batteries for psychic energy. A psyker may store psipoints in the rod for future use, his own points are used up as if he had employed psychic powers, but may be regained by resting as normal. The psyker may store up to 10 points for each mastery grade of psychic power he has. The power may be used as follows.

1. A psyker can draw points back from the rod, taking one of his own turns. He may never increase his psi-points over his normal psi level limit.

2. A psyker may instantly use any points to augment/enhance psychic attacks.

3. A psyker may use the rod in combat, points used in the attack indicate the strength of successful hits. Unsuccessful hits use no points.

All force weapons, including rods, are psychically attuned and - whether wielded by a pysker or non-psyker - will destroy a protective psychic aura on contact (such as a hand-to-hand combat hit).

Force sword. A force sword can only be used by a psyker - in the hands of a non-psyker it counts as a normal sword. A force sword resembles a normal carbon-steel, plastic or ceramic blade -in fact it is very different. Inside the structure is interwoven a powerful psiconvector, a special material formed into a precise serpentine shape which concentrates and directs psychic energy. This sometimes appears as a pattern on the blade. A psyker scoring a successful hit with the weapon can use psi points to add to the basic strength of the hit (i.e. that of the user). In addition each point of psi power used reduces the target's saving throw by 1. So a psyker with a S of 3 can use 2 psi-points to give him a strength 5 attack with a -2 save.

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All force weapons, including swords, are psychically attuned and, whether wielded by a psyker or non-psyker, will destroy a protective psychic aura on contact (such as a combat hit).

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
vary
C H S F
X      
 
 

Hafted weapon. This includes all primitive weapons held and used in both hands. Most of these weapons comprise a blade and a wooden, metal or synthetic shaft; such as a spear, halberd or double-handed axe. Doublehanded swords are comparable in effect. These are cumbersome weapons, but none the less deadly for all that, and a good blow can easily split armour and skull alike.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
-1
C H S F
X      
 
 

Hand flamer. This is a smaller and more compact version of the basic flamer. The same rules about burning and additional damage apply.

 
Short range Long range Shooting to hit Strength Damage
0-4" 4-8"
Short Long
+2  
4 1
Save modifier Type Area
-2
C H S F
X      
 
 

Hand weapon. Many parts of the universe are primitive and barbaric, where warfare is still a matter of battling it out with axes, clubs and other simple weapons. A hand weapon is considered to be any weapon used in one hand to strike an enemy. It includes axes, clubs, crude swords, hammers and flails. These weapons may often be found in the hands of degenerates, primitive aliens, and all manner of creatures who prefer simple, uncomplicated answers to the problems of the universe.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
-2
C H S F
X      
 
 

Improvised weapon. If a model has no weapon suitable for hand-to-hand combat it will do its best with fists, feet, gunbutts, stones and anything else to hand (or foot). These count as improvised weapons and suffer a -1 to hit modifier. Many creatures have special

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attacks and do not need weapons in order to fight, they never count as improvised.

 

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
 
C H S F
X      
 
 

Jokaero digital weapons. The Jokaero are a strange race who manufacture equally strange artifacts. Amongst these are the various digital weapons. A digital weapon fits either onto a finger or on the knuckle. Weapons are activated by fingers, and can be fired either one at a time, several at a time or all at once. Because they are so tiny they can be employed in addition to a normal weapon in hand-to-hand combat - irrespective of what a character has in his hands already. Each weapon used, therefore, gives +1 attack.

The Jokaero make digital versions of the needle pistol, laspistol and hand Tamer. Each has exactly the same effects as its larger counterpart. Jokaero weapons are very rare - most people would never see one and they are almost impossible to buy. When offered for sale they command just about any price the owner cares to name. These weapons would never find their way into general service, but personality models might be equipped with them - if they are lucky!

Laspistol. Laser pistols, known also as laspistols, blazers and bloogers, are cheap and easy to obtain. They are carried openly on many planets, and most citizens know how to use one. All sophisticated aliens are familiar with laser technology. and produce weapons of a comparable kind. The examples turned out by the Eldar craftsmen are generally regarded as the most reliable, as well as being beautiful works of art.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
+2 -1
3 1
Save modifier Type Area
 
C H S F
X      
 
 

Needle pistol. The needle pistol is a small and elegant version of the basic needler weapon. As it is silent and flashless it is used in all kinds of underhand and secretive work - assassination, `doping' and kidnapping are missions for which the weapon is ideal. Creatures carrying these weapons are often regarded with suspicion.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
+2 -1
2 1
Save modifier Type Area
+1
C H S F
X      
 
 

Neuro-disruptor. This is another weapon which is, or was, manufactured by unknown aliens. Examples occasionally turn up for trade, and are much sought after. The disruptor is made from a transparent crystalline material, a bit like glass. Disruptors have no obvious power source or internal workings, although occasionally lights and misty shapes appear within the crystal body. A neurodisruptor works by intent, victims hit by the weapon become confused - as if they had failed a confusion test. No dice roll is made.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-16"
Short Long
+2  
See text  
Save modifier Type Area
 
C H S F
X      
 
 

 

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Plasma pistol. This is a pistol version of the basic plasma gun. Like its larger counterpart the weapon uses vast amounts of energy, and needs to be recharged for one turn after use. once fired, the weapon cannot be used until The firer's turn after next.

 
Short range Long range Shooting to hit Strength Damage
0-6" 6-16"
Short Long
+2 -1
6 1
Save modifier Type Area
-1
C H S F
X     X
 
 

Power axe. This weapon resembles a large axe or halberd, but is powered from a backpack. The cutting edge of the weapon vibrates at a high frequency, enabling the power axe to cut straight through any surface, even steel. These weapons are much prized by pirates, and are extremely useful in assaults and siegework amongst buildings and spacecraft.

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

Power sword. A power sword consists of a powerful energy field surrounding a thin, taut wire. Power swords - and the shorter power knives - are activated when drawn from their protective sheaths, which are often disguised to resemble ordinary sword scabbards.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
5 1
Save modifier Type Area
-1
C H S F
X      
 
 

Power glove. Power gloves consist of a metal gauntlet surrounded by a powerful energy field. Power gloves can tear and punch through thick metal, bulkheads and even the toughest sorts of armour. They may be turned on or off at will at any time during the turn. It is not possible to employ an activated power glove and use the hand for anything else.

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Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
8 1
Save modifier Type Area
-5
C H S F
X      
 
 

Sawn-of shotgun. The sawn-off shotgun is a useful weapon. It is slow to load, but can fire several different types of shot (see the shotgun for details). Shotguns are common on agricultural and primitive worlds.

 
Short range Long range Shooting to hit Strength Damage
0-4" 4-8"
Short Long
  -1
Varies 1
Save modifier Type Area
Varies
C H S F
X   X  
½"
 

Stub gun. This weapon, also known as a slug gun or hand gun, is similar to a twentieth century automatic. Stubs are adaptable, easily repaired, and ammo is relatively easy to make. Consequently these guns are still used on many colonial, agricultural worlds where offworld supplies are rare.

 
Short range Long range Shooting to hit Strength Damage
0-8" 8-16"
Short Long
  -1
3 1
Save modifier Type Area
 
C H S F
X      
 
 

Sword. A good old-fashioned carbon steel or plastic blade! Regarded as the mark of a gentleman on many worlds. The carrying of swords is generally accepted in a hostile universe.

 
Short range Long range Shooting to hit Strength Damage
C  
Short Long
   
As user 1
Save modifier Type Area
 
C H S F
X      
 
 

Web gun. The webber fires a chemical which rapidly expands into a mass of entangling sticky fibres. As these strike home, the web tightens, and the more the victim struggles the tighter the web gets. Once hit, a target cannot get free unless the web is sprayed with a special web-solvent which destroys it. Victims with an intelligence of 1-4 will always struggle to the extent where the web tightens so much they are crushed to death. Other victims can be considered to be alive, but physically helpless. There is no need to roll to cause wound/damage, and there is no saving roll. Webbing does not prevent psykers from employing their powers. Some webbers can fire an anaesthetised web, which knocks the victim unconscious. This means creatures with low intelligence are not crushed, consequently it is better suited for hunting.

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

 

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HEAVY WEAPONS

Heavy weapons are designed to give battlefield support where needed, especially against fortified positions and vehicles. Many are simply heavy versions of basic weapons. All are large and require careful positioning if they are to have maximum effect.

Auto-cannon. Auto-cannon are similar in concept to twentieth century tank guns. They are rapid firing and use mass-reactive explosive ammunition. They are mostly vehicle mounted because of their great weight.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-72"
Short Long
   
8 D6
Save modifier Type Area
-3
C H S F
  2" X  
1"
 

Conversion beam projector. These are also known as beamers. They can only be fired if the operator is stationary ? the weapon will not work on board a moving vehicle. In order to ensure stability, troops using beamers are often equipped with special stabilising boots and ground claws.

The weapon functions by converting matter into energy, creating an energy field to its front. The energy field increases in intensity as the beam extends further. Initially, the field builds up very slowly - so that troops in the path of the beam can avoid it fairly easily. At its maximum extent the matter/energy conversion becomes so powerful so as to cause a violent explosion. Normally this will be at a range of 80 metres (40 inches). However, any solid object which is in the path of the beam will feed the energy field causing a premature explosion - and a good deal of damage!

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-40"
Short Long
-1  
varies D6
Save modifier Type Area
varies
C H S F
  1½" X  
varies
 

The strength of the weapon varies according to the mass of the target. To represent this, the strength of the attack always equals the toughness of the target plus 1. This means beamers cause wounds/damage on the D6 roll of a3, 4, 5 or 6.

The save modifier varies according to the range. Because of the slow initial build-up,

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alert, agile targets can avoid its effects. The saving roll, therefore depends on the distance the model can move, and not its armour. The chart summarises the various saves. For example, a model that can move 3" has a 5 or 6 saving throw at short range. D6 save based on movement.

Target's move distance 0-2" 2-4" 4"+
Short range 6 5,6 4,5 or 6
Long range   6 5 or 6

The area effect of a beamer varies according to range. At short range it is only 111/z ", but at long range the area is extended to 3".

A beamer cannot miss a target and not explode somewhere. If deviation causes it to miss altogether, simply extend the line of fire until a target presents itself, or the maximum range is reached. Remember, a beamer will destroy not only troopers and vehicles, but also buildings and scenic features. A beamer pointed down into the ground will create a crater 1-4" in diameter at short range and 1-8" in diameter at long range.

Distortion cannon. The distortion cannon, also known as the displacer cannon, displacer, D-cannon, warp cannon or warper, uses the same principle as a spacecraft's warpspace drives. The target is 'warped' slightly into hyperspace, and then back again. This occurs in an uncontrolled fashion, exposing the target either to the deadly cold of interstellar vacuum or the inferno of the heart of a sun. This automatically kills or destroys the target once a hit is scored.

The only hope of avoiding the full effect of the weapon is to dive out of the main area before the distort field reaches full intensity. To represent this, targets which are hit have a saving throw based on how quick and agile they are. Targets with a move allowance of 0-2" save on the D6 roll of a 6, move of 2-4" save on a 5 or 6, faster troops save on a 4, 5 or 6. Vehicles cannot save if stationary, and save on a 6 otherwise. Troops making a saving roll are still caught up in the field, but are not killed. Instead they are moved spatially D6" in a random direction. Vehicles moved spatially automatically go out of control in their following turn.

 
Short range Long range Shooting to hit Strength Damage
0-16" 16-32"
Short Long
  -1
see text  
Save modifier Type Area
 
C H S F
  2" X  
2"
 

 

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Grenade launcher. A light tubular launcher that is capable of firing any grenades. There are many designs, but the principle shape is universal. Many of these launchers are designed to fire from a modified automatically fed backpack. Grenade launchers perform a similar role to mortars in twentieth century warfare in that they can fire indirectly, and don't need a visible target to fire (see The Advanced Gamer).

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-60"
Short Long
   
As ammo  
Save modifier Type Area
 
C H S F
  ½" X  
 
 

Heavy bolter. The heavy bolter, or heavy blaster, is a heavy version of the basic bolter, and fires a burst of explosive bolts. Although heavy and rather slow to use, the weapon is very effective at laying down a curtain of fire.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-40"
Short Long
   
5 D4
Save modifier Type Area
-2
C H S F
  1" X X
 
 

Heavy plasma gun. Like other plasma weapons, this fires a hail of super?heated plasma energy packets. It is heavier and more lethal than the standard plasma gun. Most of its bulk is taken up by the power packs needed to feed it. These are large; far larger that the basic energy packs. Because of this, the heavy plasma gun can fire either of two different kinds of shot: sustained fire and maximal fire. Sustained fire uses only a small amount of the available energy, so there is no need for the weapon to build up power. Maximal fire is an all out burst, releasing all of the stored energy in a single cataclysmic shot. If used like this the weapon cannot be fired for a further 3 turns, whilst the power-packs generate more energy. Sustained fire causes D4 wounds/damage, maximal fire D10.

The weapons has two sets of stats. The first for sustained fire, the second for maximal fire.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-40"
Short Long
   
7 D4
0-20" 20-72"
Short Long
   
10 D10
Save modifier Type Area
-2
C H S F
  1" X X
1"
-6
C H S F
  1" X  
1"
 
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Heavy stub. Heavy stubs are clumsy just like the twentieth century heavy machine guns they resemble. Their use is mostly confined to yokel militia units.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-40"
Short Long
   
4 1
Save modifier Type Area
-1
C H S F
  1" X X
 
 

Heavy webber. This is a large version of the standard web gun. This weapon fires a considerable quantity of web material, covering an area several metres in diameter. Once hit a model cannot get free except by use of the special web solvent generally carried by all webber crews. The rules regarding intelligence, saving throws, etc, apply as for ordinary web guns.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-24"
Short Long
   
special  
Save modifier Type Area
 
C H S F
  2" X  
2"
 

Missile launcher. This weapon is similar in appearance to the grenade launcher but is larger, and is Bred direct - usually off the shoulder. They fire any of the missile shots listed under Grenades and Missiles.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-72"
Short Long
   
As ammo  
Save modifier Type Area
 
C H S F
  1" X  
 
 

 

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Las-cannon. The las-cannon, laser cannon or blazooga, is a weighty, tubular weapon usually fired off the shoulder, or from a mount of some kind. It is frequently mounted on vehicles as their main armament.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-60"
Short Long
   
9 2D6
Save modifier Type Area
-6
C H S F
  2" X  
 
 

Multi-laser. The multi-laser is a rapid-firing combination laser chamber designed to slice its way through compact bodies of troops. In operation this makes it comparable to a twentieth century quadrupedally mounted bofors gun - delivering a hail of fire against its target. It is a weighty device and usually vehicle mounted.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-60"
Short Long
+1  
6 D4
Save modifier Type Area
-1
C H S F
  2" X X
 
 

Multi-melta. Like the multi-laser, this is a combination weapon that has a number of melts-barrels. It is a vicious and effective weapon, if rather short ranged. Targets are just melted away - turning creatures into pools of steaming protoplasm, and vehicles into so much twisted goo.

 
Short range Long range Shooting to hit Strength Damage
0-12" 12-24"
Short Long
+1  
8 4D6
Save modifier Type Area
-4
C H S F
  2" X  
2"
 

 

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VERY HEAVY WEAPONS

Defence laser. Defence lasers are very large weapons indeed, with a laser chamber over 15 metres long, and an overall weight of many tons. They are usually set inside permanent and immovable concrete silos. The power drain of these weapons is enormous, and special generators are integral to their design. They can be built into vehicles, assuming you can find one big enough, but this is not usual. Their main purpose is to fire off-planet, into the upper-atmosphere against incoming missiles and spacecraft. Positioned on top of high buildings they can be used against ground targets, and are ideal for siege warfare. Their range is limited only by the curvature of the planet. This factor limits their usefulness against ground targets - giving a practical range of under a mile at ground height.

Very heavy weapons usually take up 6 weapon points on a vehicle. Defence lasers, however, are so large that they take up 10 points. This is greater than most of the standard vehicle profiles will permit.

 
Short range Long range Shooting to hit Strength Damage
0-20" See text
Short Long
   
10 10+D10
Save modifier Type Area
-6
C H S F
    X  
4"
 

Macro-cannon. Macro-cannon are the largest and heaviest versions of the autocannon. They fire explosive shells of considerable size and potency. A macrocannon can be mounted on a large vehicle (taking up 6 weapon points) but they are more commonly used in emplacements and for static defence. They can be used for indirect fire (see The Advanced Gamer). Maximum range is about 40 kilometres, but is regarded as unlimited for purposes of the game.

 
Short range Long range Shooting to hit Strength Damage
0-20" See text
Short Long
   
10 2D10
Save modifier Type Area
-6
C H S F
    X  
2"
 

Plasma cannon. This weapon employs a shell that energises into boiling plasma as it is fired. As with other plasma weapons, a massive energy drain is involved. Power reserves are enormous, but even so a plasma cannon cannot be fired for two turns in succession.

 
Short range Long range Shooting to hit Strength Damage
0-20" 20-72"
Short Long
   
8 10+D10
Save modifier Type Area
-6
C H S F
       
2"
 
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