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Weapons

Space Marine Weapons


Boltguns
No special rules

Force Sword
When a Librarian fights in close combat, the model can spend psi points to increase the dice roll. One
point for a +1. Amount of points to be spent must be announced before rolling. Points can only be spent
when fighting an opponent in the front squares.

Flamer
No special rules.

Autocannon
No special rules.

Blunderbuss
No special rules

Plasma Gun
Area effect is a template area of 1 square wide by 8 squares long. One edge touches the firing model’s
square. Every square at least half under the template is attacked. Roll separately to hit every model, door
or objective. If the template hits an impassable terrain square, or fails to destroy a closed door – no
damage is caused from then on. Plasma Gun is a single shot weapon. May not snap fire.

Plasma Pistol
As Plasma Gun, but with a lower hit roll. May snap fire.

Lasgun
No special rules.

Assault Cannon
No special rules.

Beamer
Chances to destroy the target ar dependent on the mass and speed of the target.
Target Roll to hit
Model 7+
Unmanoeuvrable model 5+
Door 4+
Objective marker 3+

Thunder Hammer
The Terminator may overload the weapon. Kills the wielder and attacks every model within 2 squares
with a hit roll of 1D+6.

Storm Shield
The Terminator receives +1 to armour if attacked within its fire arc.
Frag Grenades
Model in the target square is attacked with 1D+3. Models in adjacent squares are attacked with 1D+1.

Blind Grenades
Place the blind template centred on target square. The area covered by the template is hidden and LOS
can not go through the squares. Models on the edge of the template can see and be seen. Models inside
can only see an adjacent square.

Melta Bombs
May only be used against unmanoeuvrable models and objects. Not thrown but placed from an adjacent
square. Target must be in wielder’s front squares. Bomb is a shaped charge and only affects the target.
The roll is 1D+8. After placing a Melta Bomb the placer may dive prone.
Missile Launcher
Choose type of missile before rolling to hit. If it runs out of ammo, it runs out of all ammo types and
must be reloaded. The launcher shoots any of the grenade types as missiles. Missiles do not bounce or
scatter.

Tyranid Weapons
Deathspitter
The weapon takes time to fire and the targets may be able to dodge.
It takes 2 squares of movement to snap fire. If the target can see the Tyranid or is adjacent – they may
roll a reaction before the shot is fired. After the shot, there is the normal reaction roll for enemy fire as
well.
If making a reaction roll to snap fire the Deathspitter – the target continues to move for one squares worth
of action before the shot is fired.
The weapon has three attacks – place three counters, one on the target square - the other two scatter. The
target is hit on 1D+5 the other two on 1D.
If a target moves out of sight before the weapon fires – the Tyranid may target the square, or another
enemy within the fire arc.

Bonesword
Tyranid receives a +1 to its armour if shot at through its fire arc.

Fleshborer
No special rules.

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