space hulk complete weapons list
[[space_hulk_complete_weapons_list]] last edit on
Dec 19, 2007
12:02 AM
by marasmusine
EXPANDED SPACE HULK WEAPONS TABLE
Dice = Number of attack dice
Sust = Maximum sustained fire bonus. 'No' means the weapon cannot sustain fire.
Range = Maximum range. 'UL' means unlimited range.
* means this is an area effect weapon.
OW = Overwatch range. 'No' means cannot overwatch.
! means weapon will jam in overwatch if double is rolled.
AP = Action Points required to fire.
& means cannot move and fire.
H, P, G, T, D, B Value required to kill Hybrids, Power Armour, Genestealers, Terminator armour, Doors and Bulkheads. Genestealer kill-value is highlighted in bold for quick reference.
X means an automatic kill.
A kill value of '7' means that the weapon cannot initially kill the target and must use sustained fire (which will bring the value down to 6 or lower.)
- means a kill can never be scored.
Ammo = Number of shots fired before a reload is required. 'UL' means unlimited.
'Charge' means the weapon uses the plasma charging rules.
Rld = Number of reloads given by default @ action points required to reload.
Pistols
All pistols give the wielder +1 to their close combat roll.Hand Flamer may only be fired into an adjacent board section with area effect.
| Weapon |
Dice |
Sust |
Range |
OW |
AP |
H |
P |
G |
T |
D |
B |
Ammo |
Rld |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bolt Pistol |
1 |
+2 |
12 |
12 |
1 |
4 |
5 |
6 |
6 |
6 |
UL |
||
| Laspistol |
1 |
No |
12 |
12 |
1 |
4 |
6 |
6 |
6 |
6 |
UL |
||
| Plasma Pistol |
1 |
No |
12 |
12 |
1 |
2 |
3 |
5 |
4 |
5 |
Charge |
||
| Autopistol |
2 |
+3 |
12 |
12! |
1 |
5 |
6 |
7 |
7 |
7 |
UL |
||
| Hand Flamer |
1 |
No |
Spec |
No |
2& |
4 |
5 |
6 |
6 |
2 |
1 @ 4 AP | ||
| Stubber |
1 |
+2 |
12 |
12 |
1 |
5 |
6 |
7 |
7 |
UL |
Basic Weapons
| Weapons |
Dice |
Sust |
Range |
OW |
AP |
H |
P |
G |
T |
D |
B |
Ammo |
Reloads |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Bolter |
1 |
+2 |
UL |
12 |
1 |
4 |
5 |
6 |
6 |
6 |
UL |
||
| Storm Bolter |
2 |
+3 |
UL |
12! |
1 |
4 |
5 |
6 |
6 |
6 |
UL |
||
| Combi Bolter |
2 |
+2 |
UL |
12! |
1 |
4 |
5 |
6 |
6 |
6 |
UL |
||
| Lasgun |
1 |
No |
UL |
12 |
1 |
4 |
5 |
6 |
6 |
6 |
UL |
||
| Plasma Gun |
1 |
No |
UL |
No |
1 |
2 |
3 |
4 |
3 |
5 |
Charge |
||
| Autogun |
2 |
+3 |
UL |
12! |
1 |
5 |
6 |
7 |
7 |
7 |
UL |
||
| Flamer |
1 |
No |
8* |
No |
2& |
2 |
3 |
4 |
5 |
4 |
1 @ 4 AP | ||
| Grenade Launcher - Plasma |
1 |
No |
12* |
No |
1 |
3 |
5 |
5 |
6 |
8 |
1 @ 4 AP | ||
| Grenade Launcher - Crack |
1 |
No |
12 |
No |
1 |
2 |
3 |
3 |
4 |
2 |
6 |
||
| Grenade Harness - Plasma |
1 |
No |
8* |
No |
1 |
2 |
4 |
4 |
6 |
5 |
6 |
10 |
No |
| Meltagun |
1 |
No |
8 |
No |
1& |
X |
2 |
2 |
2 |
X |
2 |
4 |
1 x 4 AP |
Heavy Weapons
Terminators may move and shoot with heavy weapons which cost 1 AP to fire.Missile launcher ammo/reload: UL with loader present and adjacent otherwise Ammo=1, Reload=2 @ 4 AP
| Weapon |
Dice |
Sust |
Range |
OW |
AP |
H |
P |
G |
T |
D |
B |
Ammo |
Reloads |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Bolter |
2 |
+3 |
UL |
12 |
1& |
4 |
5 |
6 |
6 |
6 |
10 |
2 @ 2 AP | |
| Lascannon |
1 |
No |
UL |
No |
2& |
X |
2 |
2 |
2 |
X |
2 |
20 |
1 @ 4 AP |
| Heavy Plasma Gun - Rapid |
1 |
No |
UL |
No |
1& |
2 |
3 |
4 |
4 |
4 |
6 |
UL |
|
| Heavy Plasma Gun - Maximal |
1 |
No |
UL* |
No |
3& |
X |
2 |
2 |
2 |
2 |
4 |
Charge |
|
| Heavy Flamer |
1 |
No |
12* |
No |
2& |
X |
2 |
2 |
3 |
6 |
1 @ 4 AP | ||
| Heavy Stubber - Burst |
3 |
+3 |
UL |
12 |
1& |
5 |
6 |
7 |
7 |
7 |
10 |
2 @ 2 AP | |
| Heavy Stubber - Full Auto |
3 |
No |
LOS |
No |
2& |
4 |
5 |
6 |
6 |
x5 | |||
| Assault Cannon - Burst |
3 |
+3 |
UL |
12 |
1& |
3 |
4 |
5 |
5 |
5 |
6 |
10 |
2 @ 4 AP |
| Assault Cannon - Full Auto |
3 |
No |
LOS |
No |
2& |
X |
2 |
3 |
3 |
3 |
x5 |
||
| Assault Cannon - Malfunction |
1 |
Adj |
X |
3 |
4 |
5 |
4 |
5 |
|||||
| Autocannon - Close |
1 |
+3 |
12 |
No |
1& |
X |
3 |
3 |
4 |
2 |
UL |
||
| Autocannon - Long |
1 |
+3 |
13+ |
No |
1& |
X |
4 |
3 |
5 |
3 |
|||
| Conversion Beamer |
1 |
No |
UL |
No |
2& |
5 |
4 |
4 |
2 |
X |
X |
20 |
1 @ 4 AP |
| Missile Launcher - Plasma |
1 |
No |
UL* |
No |
2& |
2 |
4 |
4 |
6 |
6 |
special | ||
| Missile Launcher - Crack |
1 |
No |
UL |
No |
2& |
X |
3 |
2 |
3 |
X |
5 |
Close Combat Weapons
| Weapon |
Dice |
Special |
|---|---|---|
| No weapon |
1d-3 |
|
| Basic weapon |
1d-2 |
|
| Chainsword |
1d-1 |
Parry to Front |
| Power Glove |
1d |
|
| Power Sword |
1d |
Parry to Front |
| Thunder Hammer |
1d+2 |
Self-destruct Area X X X X X - |
| Storm Shield |
Parry to Front or Left | |
| Lightning Claws |
2d+2 |
|
| Chain Fist |
1d |
Destroy door or bulkhead for 1 AP |
| Force Axe |
1d |
Force card bonuses |
Notes
Space Hulk chances to kill over an entire turn of shooting.Bolter vs Genestealer
4 Single shots = 51% ( one dice)
4 Sustained Shots = 95% for Storm Bolter, 81% for Bolter
WH40K chances to kill one genestealer over an entire shooting phase.
The kill-ratio is almost the same if you disregard the to-hit roll
Bolt weapons 50% per die
Heavy Bolter 67% per die
Las rifle/pistol 28%
In otherwords, when comparing WH40K and Space Hulk, the latter game assumes that all shots hit their target!
This also means you can ignore the BS and WS skills when converting.