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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
3 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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 |
|
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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 |
|
|
As user |
1 |
|
|
|
| |
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 |
|
|
Se above |
|
|
|
|
| |
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.
|

76 |
|
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 |
|
|
As user |
1 |
|
 |
| Save modifier |
Type |
Area |
| vary |
|
|
|
|
| |
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 |
|
|
As user |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
|
|
|
| |
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 |
|
|
As user |
1 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
|
|
|
| |
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
|

77 |
|
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 |
|
|
As user |
1 |
|
|
|
| |
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" |
|
3 |
1 |
|
|
|
| |
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" |
|
2 |
1 |
|
 |
| Save modifier |
Type |
Area |
| +1 |
|
|
|
|
| |
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" |
|
See text |
|
|
|
|
| |
|

78 |
|
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" |
|
6 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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 |
|
|
6 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -3 |
|
|
|
|
| |
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 |
|
|
5 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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.
|

79 |
| |
| Short range |
Long range |
Shooting to hit |
Strength |
Damage |
| C |
|
|
8 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -5 |
|
|
|
|
| |
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" |
|
Varies |
1 |
|
 |
| Save modifier |
Type |
Area |
| Varies |
|
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" |
|
3 |
1 |
|
|
|
| |
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 |
|
|
As user |
1 |
|
|
|
| |
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" |
|
See above |
|
|
|
|
| |
|

80 |
| (Artwork removed) |

81 |
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" |
|
8 |
D6 |
|
 |
| Save modifier |
Type |
Area |
| -3 |
|
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" |
|
varies |
D6 |
|
 |
| Save modifier |
Type |
Area |
| varies |
|
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,
|

82 |
|
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" |
|
see text |
|
|
 |
| Save modifier |
Type |
Area |
| |
|
2" |
|
|
| |
|

83 |
|
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" |
|
As ammo |
|
|
|
|
| |
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" |
|
5 |
D4 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
|
|
|
| |
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" |
|
7 |
D4 |
| 0-20" |
20-72" |
|
10 |
D10 |
|
 |
| Save modifier |
Type |
Area |
| -2 |
|
1" |
| -6 |
|
1" |
|
|
| |
|

84 |
|
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" |
|
4 |
1 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
special |
|
|
 |
| Save modifier |
Type |
Area |
| |
|
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" |
|
As ammo |
|
|
|
|
| |
|

85 |
|
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" |
|
9 |
2D6 |
|
 |
| Save modifier |
Type |
Area |
| -6 |
|
|
|
|
| |
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" |
|
6 |
D4 |
|
 |
| Save modifier |
Type |
Area |
| -1 |
|
|
|
|
| |
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" |
|
8 |
4D6 |
|
 |
| Save modifier |
Type |
Area |
| -4 |
|
2" |
|
|
| |
|

86 |
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 |
|
10 |
10+D10 |
|
 |
| Save modifier |
Type |
Area |
| -6 |
|
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 |
|
10 |
2D10 |
|
 |
| Save modifier |
Type |
Area |
| -6 |
|
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" |
|
8 |
10+D10 |
|
 |
| Save modifier |
Type |
Area |
| -6 |
|
2" |
|
|
| |
|

87 |
| (Artwork removed) |

88 |