Weapons Table

Source: Core Rulebook 3E, p. 59

Reference table of Range, Strength, AP and Type for the Imperium's common weapons and the Ork, Eldar, Dark Eldar and Tyranid xenos weapons.

Name Range Str. AP Type
Bolt Pistol 12" 4 5 Pistol
Boltgun 24" 4 5 Rapid fire
Storm Bolter 24" 4 5 Assault 2
Heavy Bolter 36" 5 4 Heavy 3
Autopistol 12" 3 Pistol
Autogun 24" 3 Rapid fire
Shotgun 12" 3 Assault 2
Assault Cannon 24" 6 4 Heavy 3¹
Autocannon 48" 7 4 Heavy 2
Laspistol 12" 3 Pistol
Lasgun 24" 3 Rapid fire
Multilaser 36" 6 6 Heavy 3
Lascannon 48" 9 2 Heavy 1
Flamer Template 4 5 Assault 1
Heavy Flamer Template 5 4 Assault 1
Meltagun 12" 8 1 Assault 1²
Multi-melta 24" 8 1 Heavy1²
Sniper Rifle 36" X 6 Heavy 1³
Rippa Gun 12" 4 6 Assault 2
Missile Launcher (Krak) 48" 8 3 Heavy 1⁴
Missile Launcher (Frag) 48" 4 6 Heavy 1 Blast⁴
Grnd. Launcher (Krak) 24" 6 4 Assault 1⁴
Grnd. Launcher (Frag) 24" 3 6 Assault 1 Blast⁴
Mortar Guess 48" 4 6 Heavy 1 Blast
Plasma Pistol 12" 7 2 Pistol⁵
Plasma Gun 24" 7 2 Rapid fire⁵
Plasma Cannon 36" 7 2 Heavy 1 Blast⁵

Xenos Weapons

Faction Name Range Str. AP Type
Ork Gretchin Blasta 12" 3 Assault 1
Ork Slugga 12" 4 6 Pistol
Ork Shoota 24" 4 6 Rapid fire
Ork Big Shoota 36" 5 5 Assault 3
Ork Rokkit Launcha 24" 8 3 Assault 1
Eldar Shuriken Pistol 12" 4 5 Pistol
Eldar Shuriken Catapult 12" 4 5 Assault 2
Eldar Shuriken Cannon 24" 6 5 Heavy 3
Eldar Death Spinner 12" 6 Rapid fire
Eldar Fusion Gun 12" 6 2 Assault 1⁶
Eldar Lasblaster 24" 3 6 Assault 1
Eldar Reaper Launcher 48" 5 3 Heavy 2
Eldar Scatter Laser 36" 6 6 Heavy D6⁷
Eldar D-cannon Guess 24" 10 2 Heavy 1 Blast
Dark Eldar Splinter Pistol 12" 3 5 Pistol
Dark Eldar Splinter Rifle 24" 3 5 Rapid fire
Dark Eldar Splinter Cannon 24" 4 5 Assault 4
Dark Eldar Shredder 12" 6 Assault 1 Blast
Tyranid Venom Cannon 36" 8 4 Assault 2
Tyranid Barbed Strangler 24" 4 5 Assault 5" Blast
Tyranid Warp Blast 24" 6 2 Blast
Tyranid Death Spitter 18" 6 5 Assault 1 Blast
Tyranid Devourer 12" 4 5 Assault 4
Tyranid Fleshborer 12" 4 Assault 1

Notes

  1. Jam Rule. If a triple 1 is rolled on the To Hit dice for the assault cannon it jams and is destroyed. The assault cannon is specifically designed for Terminators – it is not an ordinary man-portable weapon.

  2. Meltaguns and Multi-meltas. These are devastating short ranged 'heat rays'. Melta weapons roll an extra D6 to penetrate vehicles at half range or under (12" for multi-meltas or 6" for meltaguns). See the Vehicle rules later for more details on armour penetration.

  3. Sniper Rifle. Always hits on 2+ and its Strength always equals the Toughness of the target (so it wounds on a 4+ regardless of Toughness). Units suffering casualties from sniper rifles must test to avoid pinning as for a barrage. A sniper rifle only has an armour penetration of D6 against a vehicle.

  4. Missile Launcher or Grenade Launcher. These can fire either frag or krak rounds, choose which to shoot before rolling to hit.

  5. Plasma Weapons Get Hot! If you roll a 1 to hit the weapon has overheated and injured the model firing it. Make an armour save for the model otherwise it will suffer a wound (yes, really!). If the model is killed the plasma weapon is lost as well. Plasma weapons on vehicles are not affected by overheating.

  6. Fusion Guns. These weapons work like meltaguns against vehicles, gaining an extra D6 penetration at half range or under.

  7. Scatter Laser. An improved Eldar version of the multi-laser that shoots D6 times rather than 3. Roll each time it fires.