Range To Hit Save Ammo Notes Dam. Mod. Roll Weapon Short Long Short Long STR

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WEAPON SUMMARIES

Range To Hit Save Ammo


Weapon Short Long Short Long Str. Dam. Mod. Roll Notes
Massive Axe, Sword, Club - - - - +2 1 - - Note 1
Chains & Flails - - - - +1 1 - - Notes 2 & 3
Clubs, Mauls & Blugeons - - - - +1 1 - -
Chainsword - - - - 4 1 -1 - Parry
Knives, Sword - - - - User 1 - - Parry
Power Fist - - - - 8 1 -5 - High Impact
Power Sword - - - - 5 1 -3 - Parry
Power Maul - - - - 5 1 -3 - Note 4
Power Axe - Two Handed - - - - 6 1 -3 -
Power Axe - Single Handed - - - - 5 1 -2 -
Autopistol 0-8 9 - 16 +2 - 3 1 - 4+
Bolt Pistol 0-8 9 - 16 +2 - 4 1 -1 6+
Laspistol 0-8 9 - 16 +2 -1 3 1 - 2+
Needle Pistol 0-8 9 - 16 +2 - 3 1 -1 6+ Note 5
Plasma Pistol - Low Power 0-6 7 - 18 +2 -1 4 1 -1 4+ Note 6
Plasma Pistol - High Power 0-6 7 - 18 +2 -1 6 1 -3 4+ Note 6
Stub Gun 0-8 9 - 16 - -1 3 1 - 4+ Note 7
Web Pistol 0-4 5-8 - -1 - Special - 6+ Note 8
Hand Flamer Template - - 4 1 -2 - Note 9
Autogun 0 - 12 13 - 24 +1 - 3 1 - 4+
Lasgun 0 - 12 13 - 24 +1 - 3 1 -1 2+
Boltgun 0 - 12 13 - 24 +1 - 4 1 -1 6+
Shotgun - Solid Slug 0-4 5 - 18 - -1 4 1 - 4+
Shotgun - Scatter 0-4 5 - 18 +1 -1 3 1 - 4+ Note 10
Shotgun - Man Stopper 0-4 5 - 18 - - 4 1 -2 4+
Shotgun - Hot Shot 0-4 5 - 18 - -1 4 1 - 6+ Re-roll to wound dice
Shotgun - Bolt 0-4 5 - 24 +1 - 4 1 -1 6+
Flamer Template - - 4 1 -2 4+ Note 11
Grenade Launcher 0 - 20 21 - 60 - -1 - - - Auto Fail Note 12
Meltagun 0-6 7 - 12 +1 - 8 D6 -4 4+
Needle Rifle 0 - 16 17 - 32 +1 - 3 1 -1 6+ Note 13
Plasma Gun - Low Power 0-6 7 - 16 +1 - 5 1 -1 4+ Note 14
Plasma Gun - High Power 0-6 7 - 24 +1 - 7 1 -2 4+ Note 14
Autocannon 0 - 20 21 - 72 - - 8 D6 -3 4+ Note 15
Heavy Bolter 0 - 20 21 - 40 - - 5 D3 -2 6+ Note 16
Heavy Plasma Gun - Low 0 - 20 21 - 40 - - 7 D3 -2 4+ Note 17
Heavy Plasma Gun - High 0 - 20 21 - 72 - - 10 D6 -6 4+ Note 17
Heavy Stubber 0 - 20 21 - 40 - - 4 1 -1 4+ Note 18
Lascannon 0 - 20 21 - 60 - - 9 2D6 -6 4+ High Impact
Missile Launcher - Frag 0 - 20 21 - 72 - - 4 1 -1 Auto Fail Blast
Missile Launcher - Krak 0 - 20 21 - 72 - - 8 D6 -6 Auto Fail
Frag Grenade - - - - 3 1 -1 Large Blast
Krak Grenade - - - - 6 D6 -3 Note 19
Melta Bomb - - - - 8 D6 -4 Note 20
Gas Grenade - - - - - - - Note 21
Plasma Grenade - - - - 5 1 -2 Note 22
Photon Flash Flare - - - - - - - Note 23
Smoke Grenade - - - - - - - Note 24
Note 1 - In a draw, the user of a massive axe sword or club loses regardless of initiative or weapon skill
Note 2 - Chains and flails cannot be parryed in close combat
Note 3 - A fumble with chains or flails gives the opponent a +2 to combat score instead of +1
Note 4 - Fighters who go down to a power maul are out of action regardless (even in multiple combats). If taken out as such, these units are
not rolled for on the serious injury chart.
Note 5 - No wound roll req'd. Instead roll effect: 1-2 No effect, 3-4 Down, 5 Down (but can't move), 6 Out of Action
Note 6 - If fired on high power, the plasma pistol must recharge. It takes one turn to recharge.
Note 7 - If dum-dum bullets are used it is strength 4. If an ammo roll is fail with dum-dum bullets weapon explodes (see exploding weapons)
Note 8 - No wounds inflicted. Target hit can only struggle each turn to break free requiring score of 9 on D6 + strength. Someone can free
another person from a web with a web pistol if within 1". One cannot free themselves in such a way.
Note 9 - One shot only flamer template weapon.
Note 10 - Scatter rounds roll to hit both the target and anybody in base-to-base contact with the target.
Note 11 - Template weapon, must roll an ammo test each time the weapon is fired.
Note 12 - Cannot move and fire without the bulging biceps special skill
Note 13 - As per needle pistols.
Note 14 - If fired on high power, the plasma gun must recharge. It takes one turn to recharge. When fired on high power, weapon is
sustained fire 1 dice.
Note 15 - Autocannons are high impact weapons with 1 dice sustained fire
Note 16 - Heavy Bolters are 2 dice sustained fire weapons
Note 17 - Recharge as per plasma pistols & guns. Heavy Plasma Guns use a blast template.
Note 18 - Heavy Stubbers are 2 dice sustained fire weapons
Note 19 - Suffers a -1 to hit penalty for shooting. Can be placed within 1" during firing phase instead of throwing. This automatically hits.
Note 20 - Can be placed within 1" during firing phase instead of throwing. This automatically hits. Cannot be thrown.
Note 21 - Large Blast Marker. Refer rule book for effects.
Note 22 - Blast Marker. Marker sized plasma ball remains after firing. Roll 1D6 at beginning of each players turn. 1-3 Ball disappears,
4-5 Ball remains in place, 6 Drifts 1d6" in random direction and disappears at end of turn. If touched by ball, as if being hit by plasma
grenade. Cannot be seen through or fired through.
Note 23 - Blast Marker. Initiative test for those under marker. If passed, WS & BS reduced to 1 until end of turn. If failed, movement halved
and all movement in random direction. WS counts as 1 and those affected cannot fire. Roll 1d6 at the beginning of each turn, 5 or 6 the
effects wear off. If a model is equipped with a monosight, red-dot sight or infra-red sight roll 1d6. On a 6 equipment is destroyed (remove
from equipment roster).
Note 24 - Large Blast Marker. Must target point on ground (-1 to hit). Cloud of smoke is considered 2" high and cannot be seen through
without special spotting equipment. If inside a smoke cloud can either stay stationary or move half speed in random direction. Any combat
within cloud is taken with half WS values (rounded up). At start of each turn roll 1d6 for cloud. 1-2 dissipates at end of turn, 3-4 stays,
5 shrinks to blast marker size, 6 drifts 1D6" in random direction.

SUSTAINED FIRE DICE GRENADE RANGES EXPLOSIVE WEAPON SCATTER


Roll 1D6: 1 Jam Thrower Str. Range Scatter is 2D6" plus a scatter dice.
2-3 1 Shot 1 4" Scatter result is halved for hand grenades.
4-5 2 Shots 2 6" If, for explosive weapons, a 'hit' is rolled with a scatter of 2" the
6 3 Shots 3 8" weapon may explode. Refer exploding weapons.
4 10"
5 or more 12" CLOSE COMBAT ARMOUR MODIFIERS
Models Strength Armour Save Modifier
COMBAT SCORE MODIFIERS 3 or less 0
+1 Opponent fumbles (rolls a 1)|Accumulative| 4 -1
+1 Critical Hit (roll 2 or more 6's, +1 for each additional 6) 5 -2
+1 Charged into close combat 6 -3
+1 Higher up than opponent 7 -4
-1 Carrying heavy weapon/equipment 8 -5
-1 Charged at enemy behind cover 9 or more -6

PSYCHOLOGY
Fear - Gangers charged by fear-inducing creatures roll leadership. If failed, they are broken. If passed no effect. If attempting charge a fear-
inducing creature roll leadership. If passed, no effect and charge as normal. If failed, cannot charge or do anything else for the turn.

Stupidity - Make leadership test at start of each turn. If passed, normal turn. If failed, roll 1d6: 1 - 3 model moves normal distance in random
direction, 4 - 6 model does not move. If in combat roll 1d6: 1 - 3 roll no attack dice just use basic WS, 4 - 6 normal combat.

Hatred - If a fighter hates all enemies, counts as Leadership 10. Can re-roll any attack dice in first turn of combat against hated enemy.
Must use 2" follow-up move towards seen hated enemy.

Frenzy - Can take full control over frenzied model with successful leadership test at start of turn. Frenzied models must always charge closest
enemy within charge move if it can reach them. Doubles attacks. Cannot parry. Must use follow-up move to move closer to enemy. Never
affected by Fear or Terror.

EXPERIENCE ADVANCE BARS


Exp Points Exp Points Exp Points Exp Points
0-5 41 - 50 141 - 160 321 - 360
6 - 10 51 - 60 161 - 180 361 - 400
11 - 15 61 - 80 181 - 200 401+
16 - 20 81 - 100 201 - 240
21 - 30 101 - 120 241 - 280
31 - 40 121 - 140 281 - 320
ADVANCE ROLLS SERIOUS INJURIES CHART
Roll Result Roll Result
2 New Skill (Any table) 11 - 16 Dead
3-4 New Skill (Gang table) 21 Multiple Injuries (Roll 1d6 times on chart)
5 Roll 1d6: 1-3 +1 Strength, 4-6 +1 Attack 22 Chest Wound (-1 Toughness)
6 Roll 1d6: 1-3 +1 WS, 4-6 +1 BS 23 Leg Wound (-1 Movement)
7 Roll 1d6: 1-3 +1 Initiative, 4-6 +1 Leadership 24 Arm Wound (-1 Strength)
8 Roll 1d6: 1-3 +1 WS, 4-6 +1 BS 25 Head Wound
9 Roll 1d6: 1-3 +1 Wound, 4-6 +1 Toughness 26 Blinded in One Eye (-1 BS)
10 - 11 New Skill (Gang table) 31 Partially Deafened
12 New Skill (Any table) 32 Shell Shock (-1 Initiative)
33 Hand Injury (-1 WS)
AGILITY SKILLS COMBAT SKILLS 34 - 36 Old Battle Wound
Roll Skill Roll Skill 41 - 55 Full Recovery
1 Catfall 1 Combat Master 56 Bitter Enmity
2 Dodge 2 Disarm 61 - 63 Captured
3 Jump Back 3 Feint 64 Horrible Scars
4 Leap 4 Parry 65 Impressive Scars
5 Quick Draw 5 Counter Attack 66 Survives Against the Odds
6 Sprint 6 Step Aside
BASIC EQUIPMENT COSTS
STEALTH SKILLS MUSCLE SKILLS Cost Equipment
Roll Skill Roll Skill 10 Sword, Chain, Flail, Club, Maul, Bludgeon
1 Ambush 1 Body Slam 5 Knife
2 Dive 2 Bulging Biceps 15 Massive Axe, Sword, Club
3 Escape Artist 3 Crushing Blow 25 Chainsword
4 Evade 4 Head Butt 15 Autopistol, Laspistol
5 Infiltration 5 Hurl Opponent 10 Stub Gun
6 Sneak Up 6 Iron Jaw 20 Bolt Pistol, Hand Flamer, Autogun, Shotgun
25 Plasma Pistol, Lasgun
TECHNO SKILLS SHOOTING SKILLS 35 Boltgun
Roll Skill Roll Skill 40 Flamer
1 Armourer 1 Crack Shot 95 Meltagun
2 Fixer 2 Fast Shot 70 Plasma Gun
3 Inventor 3 Gunfighter 300 Autocannon
4 Medic 4 Hip Shooting 120 Heavy Stubber
5 Specialist 5 Marksman 180 Heavy Bolter
6 Weaponsmith 6 Rapid Fire 285 Heavy Plasma Gun
400 Lascannon
FEROCITY SKILLS 185 Missile Launcher
Roll Skill 130 Grenade Launcher
1 Berserk Charge 30 Frag Grenades
2 Impetuous 50 Krak Grenades
3 Iron Will
4 Killer Reputation SHOOTING PENALTIES
5 Nerves of Steel -1 Target in partial cover (<50% covered)
6 True Grit -2 Target in cover (50%+ covered)
-1 Rapidly moving target (overwatch only)
-1 Target moved over 10" last turn
-1 Target less than 1/2" tall
+1 Target over 2" tall

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