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As darkness deepens across the galaxy, every world of the Imperium finds itself besieged. At such a dire time, the importance of solid walls and tireless guns is greater than ever. The fortresses and strongholds of the Imperium are nigh-impregnable and bristling with defensive weaponry. The tides of heretic and xenos armies break against them like surf on the shore.


Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.4September 2018

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Air defence missiles
48"
Heavy D3
8
-2
D3
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
80
Aquila macro-cannon
When attacking with this weapon, choose one of the profiles below.
 - Macro shell
72"
Heavy D6
14
-3
D6
Treat any Damage rolls of 1 or 2 made for this weapon as 3 instead.
 - Quake shell
180"
Heavy 2D6
9
-2
D3
-
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
0
Dual turbo-laser destructor
96"
Macro 2D3
16
-3
2D6
Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
25
Icarus lascannon
96"
Heavy 1
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
100
Icarus quad lascannon
96"
Heavy 4D6
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
15
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
40
Plasma obliterator
72"
Heavy 2D6
8
-3
2
Each time you roll a hit roll of 1 when firing this weapon, this model suffers a mortal wound after all of its shots have been resolved.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
70
Quad Icarus lascannon
96"
Heavy 4
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
30
Quad-gun
48"
Heavy 8
7
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
0
Redemption missile silo
When attacking with this weapon, choose one of the profiles below.
 - Fragstorm missile
18-96"
Heavy 2D6
4
0
1
-
 - Krakstorm missile
18-96"
Heavy D6
8
-3
D3
-
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
0
Twin Icarus lascannon
96"
Heavy 2
9
-3
D6
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
35
Twin long-barrelled autocannon
72"
Heavy 4
7
-1
D3
-
100
Vortex missile battery
180"
Heavy D6
-
-
-
This weapon may target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. Each time you hit the target with this weapon it suffers D6 mortal wounds. If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds.
25
Whirlwind castellan launcher
72"
Heavy 2D6
6
0
1
This weapon can target units that are not visible to the firing model.
30
Whirlwind vengeance launcher
72"
Heavy 2D3
7
-1
2
This weapon can target units that are not visible to the firing model.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
© Vyacheslav Maltsev 2013-2018