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.
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 |
| 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 |
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 |
| 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 |
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.
space_hulk_complete_weapons_list, Rev. 6, Last changed on 2007-12-19 00:02, 349 page hits
