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Micromunda Weapons
Micromunda Weapons
Automatic
Blast (x)
Catch Fire
Close Combat
Cumbersome
Disarm
Enforcers Only
Incapacitate
Invulnerable (x)
Knockback
Lasting Effects
Melta
Misfire
Move or Shoot
Parry
Recharge
Rending
Scatter
Sniper
Web
Special Effects
If the attacking model did not move and the target is within 12", the player may roll two dice
when rolling 'To Hit' and choose the highest. Note: Any dice that turns up a six will trigger an
ammo test - If double sixes are rolled, two checks are required
The weapon uses a blast marker with a radius equal to the number shown
The weapon may cause the target to catch fire. See the main rules for details.
The weapon may be used in the assault phase. Typically these weapons will add additional attack
dice (but not always).
This weapon coutners any bonus dice the model would receive for having multiple assault
weapons.
This weapon allows the attacker to disarm an enemy in close combat, similar to the skill of the
same name. Items disarmed are not destroyed.
This weapon may only be wielded by Enforcers, Watchmen or by Agents of the Imperium.
This weapon always causes a model to go Out of Action. Models defeated by Incapacitating
weapons will not suffer a serious injury.
This item gives the model an invunlnerable save equal to the number shown
If this weapon's 'To Wound' roll is greater than the targets strength, the target will be knocked
back the difference in inches, along the path of the attack.
This weapon creates conditions that will continue to effect the target (or the terrain) over
successive turns. Refer to the rulebook for specific rules for each weapon.
Sniper weapons will always cause a wound on a roll of 4+, regardless of the target's toughness.