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Weapons

By the 41st Millennium, warfare has spawned innumerable weapons, from the simple laspistol to the barely controllable plasma cannon. In this section, we describe how the myriad types of weapon work in the Warhammer 40,000 game.

Weapon Profiles

Every weapon has a profile. Here are two examples:

Range S AP Type
Boltgun 24" 4 5 Rapid Fire

Range S AP Type
Power sword - User 3 Melee

Range

If the weapon’s range contains a ‘-’, it is (unless otherwise stated) a Melee weapon. If it contains a number, or ‘Template’ or ‘Hellstorm’, it is a shooting weapon. The number given here is the range measured in inches. If it has two numbers, the first is its minimum range (see Barrage) and the second its maximum range. If the weapon’s range is given as ‘Template’ or ‘Hellstorm’, then it uses a teardrop-shaped template.

Strength

If the weapon’s Strength is ‘User’, then attacks made with that weapon are resolved at the wielder’s Strength value.

If the weapon has a fixed Strength, i.e. a number between 1 and 10, this is the Strength of attacks made with that weapon. If a weapon has a D instead of a Strength value in its profile, it means it is a Destroyer weapon.

For example, if an Imperial Guardsman (Strength 3) makes a shooting attack with a lasgun (Strength 3), his shots are resolved at Strength 3. If he shoots with a heavy bolter (Strength 5), his shots are resolved at Strength 5.

If the weapon confers a Strength bonus, the Strength of the weapon’s attacks is equal to that of the user after any such modifiers have been applied.

For example, if an Imperial Guardsman (Strength 3) attacks with a weapon with Strength ×2, his attack is Strength 6 (3×2). If he attacks with a weapon with Strength +1, his attacks are Strength 4 (3+1).

Armour Piercing (AP)

This value shows how good the weapon is at punching through armour. The lower the number, the better the weapon is at piercing armour, cancelling the target’s armour save. The rules for armour saves and AP values can be found in the Shooting phase section.

Type

A shooting weapon always has one of the following types: Assault, Bomb, Heavy, Ordnance, Pistol, Primary Weapon, Rapid Fire or Salvo. These rules (found below) measure a weapon’s portability and affect the way they can be fired, depending on whether or not the model carrying them moved that turn. A shooting weapon can only be used to make shooting attacks.

Melee Type

Weapons with the Melee type can only be used in close combat.

Number of Shots

Some shooting weapons fire multiple shots. Where this is the case, the number of shots a weapon fires is noted after its type.

For example, a multi-laser is a Heavy weapon that fires three shots each Shooting phase, so its type is Heavy 3.

Remember that the player can decide that any model in a firing unit is not going to fire its weapon. However, if a model does fire, it must do so at full effect (so it cannot fire only two shots from its Heavy 3 weapon).

Some weapons can be used in different ways, representing different power settings or types of ammo. Some weapons can be used in combat as well as shooting. Where this is the case, there will be a separate line in the weapon’s profile for each, and you can choose which to use each turn.

If a weapon has a D6, D3 or another randomly determined amount for the number of shots, roll the appropriate dice to work out how many shots are fired each time the model shoots.

Special Rules

The type section of a weapon’s profile also includes any special rules that apply to the weapon in question. More information on these can be found either in the special rules section or in the codex or army list entry the weapon is found in.

Close Combat Weapons

Many weapons (combat knives, maces, axes and other improvised or primitive weapons) don’t confer any Strength bonuses, AP values or special rules. These weapons are simply referred to as ‘close combat weapon’ in the model’s wargear and have the following profile:

Range S AP Type
Close combat weapon - User - Melee

No Specified Melee Weapon

If a model is not specifically stated as having a weapon with the Melee type, it is treated as being armed with a single close combat weapon.

Pistols as Close Combat Weapons

A pistol can be used as a close combat weapon. If this is done, use the profile given above – the Strength, AP and special rules of the pistol’s shooting profile are ignored.

More Than One Weapon

Unless otherwise stated, if a model has more than one shooting weapon, he must choose which one to shoot – he cannot fire both in the same Shooting phase. If a model has more than one Melee weapon, he must choose which one to attack with when he comes to strike blows – he cannot mix and match the abilities of several different Melee weapons. However, it’s worth remembering that if a model has two or more Melee weapons he gains +1 attack in close combat.

Assault Weapons

Assault weapons are fired by warriors as they move forwards into combat. They either fire so rapidly or indiscriminately that they don’t have to do much more than point and shoot. For example, a flamer is a weapon that fires a gout of burning fuel, so it’s just as accurate whether the firer is moving or not. This means they are very good for advancing on the foe!

A model shooting an Assault weapon shoots the number of times indicated on its profile – whether or not the bearer has moved. A model carrying an Assault weapon can fire it in the Shooting phase and still charge into close combat in the Assault phase.

Range S AP Type
Storm bolter 24" 4 5 Assault 2

Heavy Weapons

These are heavy, man-portable weapons, such as missile launchers, or lighter weapons that require reloading between each shot, careful set-up or bracing to counter their recoil.

When shooting, a model with a Heavy weapon shoots the number of times indicated. If a model carrying a Heavy weapon moved in the preceding Movement phase, he can fire it in the Shooting phase but only as Snap Shots. Remember that weapons with the Blast special rule cannot fire Snap Shots. Models that shoot with Heavy weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Range S AP Type
Lascannon 48" 9 2 Heavy 1

Ordnance Weapons

Ordnance weapons are the big guns of the battlefield – cannons so vast they normally have to be mounted on tanks and artillery.

When shooting, a model with an Ordnance weapon fires the number of times indicated in its profile after its type. A non-vehicle model carrying an Ordnance weapon cannot fire it in the Shooting phase if he moved in the preceding Movement phase. Ordnance weapons cannot fire Snap Shots. Furthermore, if a non-vehicle model fires an Ordnance weapon, then the massive recoil from the Ordnance weapon means that the model cannot fire other weapons that phase, nor will it be able to charge in the ensuing Assault phase.

Ordnance weapons hit with such force that when you roll to penetrate a vehicle’s armour with an Ordnance weapon, roll two dice instead of one and pick the highest result!

Range S AP Type
Battle cannon 72" 8 3 Ordnance 1, Large Blast

FAQ

 Q: Can a Fast vehicle fire Ordnance weapons at Cruising Speed?
 A
A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill, even at Cruising Speed.
 Q: If you fire an Ordnance weapon from a Stationary vehicle, are all other shots Snap Shots? What about when moving? How is this altered if the vehicle is a Heavy Tank (e.g. a Leman Russ Demolisher with plasma cannon sponsons), or Fast, or a Flyer (e.g. when firing hellstrike missiles, does firing the first missile mean that the second is fired as a Snap Shot)?
 A
A vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn (whether Stationary or moving). A vehicle being Heavy has no effect on firing Ordnance weapons. A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill even at Cruising Speed. A Flyer firing two hellstrike missiles in a turn fires both at the same time, as described in the ‘Select a Weapon’ step of the Shooting phase. Both missiles would be fired at the Flyer’s full Ballistic Skill – all other weapons could only make Snap Shots that turn.
 Q: Are Ordnance weapons and Heavy vehicles supposed to interact differently?
 A
The Heavy unit type has no effect on the firing of Ordnance weapons. If a Heavy vehicle doesn’t fire an Ordnance weapon, it can fire all of its weapons at full Ballistic Skill when moving at Combat Speed.
 Q: The rules state that if a vehicle fires an Ordnance weapon, all other weapons must be fired as Snap Shots – does the firing order matter?
 A
You can only fire the Ordnance weapon if all other weapons are fired as Snap Shots – the firing order doesn’t matter.
 Q: Are there ever any circumstances that allow a vehicle with an Ordnance weapon the ability to fire it as Snap Shots? Say the weapon in question is not of a type (Blast or Template) that may not be fired as a Snap Shot, but another circumstance requires Snap Shots (the vehicle is under the effect of Crew Shaken or Crew Stunned). Can it fire Ordnance weapons?
 A
Yes. Provided the weapon in question is not a Blast or Template weapon (or otherwise cannot be fired as Snap Shots) a vehicle can fire an Ordnance weapon as Snap Shots (such as when Crew Stunned).
 Q: For the purposes of Heavy, Ordnance, and Salvo weapons, does the Slow and Purposeful special rule allow units embarked on a Transport to fire as if they remained Stationary if the vehicle moves at Cruising Speed but not Flat Out?
 A
No. Units embarked on a Transport that moved at Combat Speed count as having moved that turn, units embarked on a Transport that moved at Cruising Speed can only fire Snap Shots that turn, and if a vehicle moves Flat Out its passengers cannot fire at all that turn.
 Q: Can a model with an Ordnance weapon and Power of the Machine Spirit still fire another weapon at full Ballistic Skill?
 A
Yes.

Pistol Weapons

Pistols are light enough to be carried and fired one-handed, but with limited range, allowing a trooper to fight in close combat with a pistol and sword or other melee weapon.

Pistols are effectively Assault 1 weapons. A Pistol also counts as a close combat weapon in the Assault phase.

Range S AP Type
Bolt pistol 12" 4 5 Pistol

Gunslinger

All models with two Pistols can fire both in the Shooting phase. This follows the normal rules for shooting.

Rapid Fire Weapons

Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired effectively ‘from the hip’ when a squad is advancing, spraying shots into the enemy whenever they present themselves, or instead, used for aimed single shots against targets at greater distances.

A model armed with a Rapid Fire weapon can fire two shots at a target up to half the weapon’s maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon’s range away, up to the weapon’s maximum range.

If a unit shooting Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range fire two shots, while those further away fire one.

Models that shoot with Rapid Fire weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Range S AP Type
Boltgun 24" 4 5 Rapid Fire

Salvo Weapons

Salvo weapons are essentially more destructive Rapid Fire weapons.

Salvo weapons have two numbers on their profile (listed after their type) separated by a ‘/’. A model armed with a Salvo weapon can move and fire at a target up to half its maximum range away. In this case, the number of shots is equal to the first number. If the model has not moved, it can instead fire a greater number of shots at a target up to the weapon’s maximum range. In this case, the number of shots is equal to the second number.

Models that shoot with Salvo weapons in the Shooting phase cannot charge in the ensuing Assault phase.

Range S AP Type
Sonic blaster 24" 4 5 Salvo 2/3, Ignores Cover

Bombs

Bombs are high explosive or incredibly powerful munitions that are dropped by aircraft or flying alien behemoths as they swoop over their hapless targets.

Bombs are weapon types unique to Flyers and Flying Monstrous Creatures. All Bombs have the One Use Only special rule. Unlike other weapons, Bombs must be used in the Movement phase of their turn, in a special kind of attack called a Bombing Run. A model can only drop one Bomb in its Movement phase. If a model drops a Bomb, it counts as having already fired one weapon in its ensuing Shooting phase, and may not move Flat Out. However, any additional weapons it fires that turn can choose a different target to that of the Bomb.

Bombing Runs

To make a Bombing Run, a Flyer must be Zooming; a Flying Monstrous Creature must be Swooping. Move the model that is making the Bombing Run, and then nominate one model that it passed over. Place the blast marker for the Bomb so that the central hole on the marker is over the target model, and roll a scatter dice. If a Hit! is rolled, the attack is on target and the marker is not moved. If an arrow is rolled, move the marker D6" in that direction. Once the final position has been determined, resolve the effects as described in the Bomb’s profile. Casualties caused by Bombs are removed as per Barrage weapons.

Range S AP Type
Pulse bomb - 5 5 Bomb 1, Large Blast, One use only

Designer’s Note
Certain older publications may describe a bomb using the ‘Assault’ or ‘Heavy’ weapon type alongside a Bomb special rule. Where this is the case, follow the rules for the Bomb type described here instead.

Primary Weapon

Primary weapons are typically only mounted on super-heavy war machines and vast defensive positions.

A model shooting a Primary weapon shoots the number of times indicated on its profile – whether or not the bearer has moved. A model carrying a Primary weapon can fire it in the Shooting phase and still charge into close combat in the Assault phase. In addition, when you roll for armour penetration with hits caused by a Primary weapon, roll two dice instead of one and pick the highest result. If the weapon rolls 2D6 for armour penetration (because of the Armourbane special rule, for example), roll three dice instead of two and pick the two highest results.

Range S AP Type
Baneblade cannon 72" 9 2 Primary weapon 1, Apocalyptic Blast

Moving and Shooting

Weapons summary
Rapid Fire Weapons (firer cannot assault)
A model using a Rapid Fire weapon can shoot once at maximum range. Alternatively, if the target is within half the maximum range, it can fire twice.

Pistol Weapons (firer can assault)
A Pistol can shoot once up to its maximum range, whether the firer moved or not.

Assault Weapons (firer can assault)
An Assault weapon can always shoot the number of times indicated and up to its maximum range, regardless of whether the firer moved or not.

Heavy Weapons (firer cannot assault)
If a model with a Heavy weapon remains stationary it can fire the number of times indicated (at its normal Ballistic Skill) up to the maximum range of the weapon. If the firer moved, it can only fire Snap Shots with its Heavy weapon.

Salvo Weapons (firer cannot assault)
If a model with a Salvo weapon remains stationary, it can fire the number of times indicated by the larger number, up to the maximum range of the weapon. If the firer moved, it can only fire the number of times indicated by the smaller number, up to half the maximum range of the weapon.

Template Weapons

Template weapons shoot clouds of fire, gas or other lethal substances, rather than shells or bullets. They’re excellent for killing enemy troops in cover, as the payload simply flows over intervening obstacles to assail the foe behind.

Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against vehicles, the template must be placed to cover as much of the vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour facing is hit. A template weapon never hits the model firing it.

Template weapons have the Ignores Cover, Wall of Death and No Escape special rules. Wounds inflicted by template weapons are allocated following the normal rules. Template weapons cannot fire Snap Shots.

Multiple Templates

If a unit is firing more than one shot with the Template type, resolve each shot, one at a time, as described above, determining and recording how many hits are scored by each template. Once the number of hits from all templates has been determined, roll To Wound as normal.

Wall of Death

Template weapons can fire Overwatch, even though they cannot fire Snap Shots. Instead, if a Template weapon fires Overwatch, it automatically inflicts D3 hits on the charging unit, resolved at its normal Strength and AP value. Don’t worry about comparing the length of the template with the distance to the enemy. If the charge is successful, it doesn’t matter anyway. If the charge failed, we can assume that the enemy ran into range of the Template weapon and were driven back.

No Escape

If a Template weapon hits a building’s Fire Point or an Open-topped vehicle and there is a unit embarked inside that building or vehicle, then in addition to any other effects that unit suffers D6 hits, resolved at the Strength and AP of the weapon. These hits are Randomly Allocated.

Hellstorm Weapons

Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the hellstorm template, but otherwise obey the rules for other Template weapons.

Template Weapons
The template is positioned so that it scores the maximum number of hits (in this case, three).Models can be hit multiple times from different template shots. In the example given above, nine hits are caused as three Orks are hit twice.

FAQ

Ordnance

 Q: Can a Fast vehicle fire Ordnance weapons at Cruising Speed?
 A
A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill, even at Cruising Speed.
 Q: If you fire an Ordnance weapon from a Stationary vehicle, are all other shots Snap Shots? What about when moving? How is this altered if the vehicle is a Heavy Tank (e.g. a Leman Russ Demolisher with plasma cannon sponsons), or Fast, or a Flyer (e.g. when firing hellstrike missiles, does firing the first missile mean that the second is fired as a Snap Shot)?
 A
A vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn (whether Stationary or moving). A vehicle being Heavy has no effect on firing Ordnance weapons. A Fast vehicle that fires an Ordnance weapon can only make Snap Shots with its other weapons that turn, but can fire a single Ordnance weapon at its full Ballistic Skill even at Cruising Speed. A Flyer firing two hellstrike missiles in a turn fires both at the same time, as described in the ‘Select a Weapon’ step of the Shooting phase. Both missiles would be fired at the Flyer’s full Ballistic Skill – all other weapons could only make Snap Shots that turn.
 Q: Are Ordnance weapons and Heavy vehicles supposed to interact differently?
 A
The Heavy unit type has no effect on the firing of Ordnance weapons. If a Heavy vehicle doesn’t fire an Ordnance weapon, it can fire all of its weapons at full Ballistic Skill when moving at Combat Speed.
 Q: The rules state that if a vehicle fires an Ordnance weapon, all other weapons must be fired as Snap Shots – does the firing order matter?
 A
You can only fire the Ordnance weapon if all other weapons are fired as Snap Shots – the firing order doesn’t matter.
 Q: Are there ever any circumstances that allow a vehicle with an Ordnance weapon the ability to fire it as Snap Shots? Say the weapon in question is not of a type (Blast or Template) that may not be fired as a Snap Shot, but another circumstance requires Snap Shots (the vehicle is under the effect of Crew Shaken or Crew Stunned). Can it fire Ordnance weapons?
 A
Yes. Provided the weapon in question is not a Blast or Template weapon (or otherwise cannot be fired as Snap Shots) a vehicle can fire an Ordnance weapon as Snap Shots (such as when Crew Stunned).
 Q: For the purposes of Heavy, Ordnance, and Salvo weapons, does the Slow and Purposeful special rule allow units embarked on a Transport to fire as if they remained Stationary if the vehicle moves at Cruising Speed but not Flat Out?
 A
No. Units embarked on a Transport that moved at Combat Speed count as having moved that turn, units embarked on a Transport that moved at Cruising Speed can only fire Snap Shots that turn, and if a vehicle moves Flat Out its passengers cannot fire at all that turn.
 Q: Can a model with an Ordnance weapon and Power of the Machine Spirit still fire another weapon at full Ballistic Skill?
 A
Yes.

Weapons

 Q: Can you clarify the use of a weapon as both a ranged and a melee weapon in the same turn?
 A
A weapon that can be used as a ranged and a melee weapon can be used as both in the same turn unless specifically noted otherwise.
 Q: When a model has a pistol and a close combat weapon, does it gain 1 or 2 additional attacks?
 A
It gains 1 additional attack.
 Q: A Dreadnought has Strength 6, and with power fists, has Strength x2. Does the Dreadnought have Strength 12 for the purposes of Instant Death?
 A
Strength cannot be modified above 10.
 Q: Heavy weapons and Salvo weapons are affected by movement – how does this work when firing Overwatch in the enemy’s turn?
 A
When weapons are affected by movement in this way, it refers to movement in the preceding Movement phase. When firing Overwatch, the preceding Movement phase is your opponent’s, and your models are very unlikely to have moved in it! They would therefore count as not having moved.
 Q: Do weapon special rules that say ‘a model equipped with this weapon’ or ‘this weapon’s bearer’ take effect even when not used as the attacking weapon?
 A
Yes.
 Q: Do Master-crafted combi-meltas (especially in the case of Salamander Chapter Tactics and Vulkan He’stan’s The Forgefather special rule) count as Master-crafted for both the bolter and the melta parts, or just the melta part?
 A
Both the primary and secondary weapon of a Master-crafted combi-weapon are Master-crafted.
 Q: If a unit with a Heavy weapon is forced to get out of a wrecked vehicle during the enemy’s Shooting phase, but doesn’t move during its next Movement phase, does it fire normally or with Snap Shots?
 A
It can fire normally.
 Q: If a model has a Poisoned close combat weapon and a normal close combat weapon, does it gain the bonus attack for having two close combat weapons?
 A
Yes.
 Q: Do plasma cannons and other Gets Hot Blast weapons benefit from rules that allow them to re-roll To Hit rolls of 1? For example, a Iron Hands character wearing the Tempered Helm nominates a unit of friendly Devastators to re-roll To Hit rolls of 1 in this Shooting phase. These Devastators are all equipped with plasma cannons. Do they get to re-roll the Gets Hot roll if it comes up as 1?
 A
Yes.
 Q: Can a model fire a pistol in the Shooting phase and then still benefit from the extra attack in the ensuing Assault phase?
 A
Yes.
 Q: If I move the gun model from an Artillery unit but the crewman stays stationary, does it fire as if it had moved?
 A
Yes.