WEAPONS

Weapons are categorised into five basic types – Melee, Basic, Military, Heavy and Support. Each ranged weapon has three range bands, showing their accuracy, the number of shots they fire per action and what special rules apply to them (if any). Ammunition is usually not taken into account (for simplicity and to save on paperwork) except in the case of powerful weapons where only a limited amount is carried in the field.

Several of the weapons below have special rules which apply to them.

Weapon Special Abilities
Ability Effect
Auto Fires an additional shot when stationary.
Ammo Limited to 4 rounds of shooting per game.
Blade +1 Save against armoured targets.
Blunt +1 Save against unarmoured targets.
HE (number) Causes multiple hits (equal to the indicated number).
Heavy Can only move and shoot 3" with penalty (+1 ACC). Cannot run (unless carried between two models).
Light Can move 6" and shoot with no penalty.
Reload An action must be spent to reload the weapon. An assistant may use an action to reload.
Save (+ number) Increases target Save by indicated number.
Scope Reduces shooting range penalties by -1.
Shot +1 Save against unarmoured targets and doors.
Shock +1 Save against unarmoured targets, target is unconscious.
Silenced Makes no noise when fired.
Stun DED check or miss next activation (+1 to the check if in a building).
Suppressor Shooting ‘noise’ does not count for observation purposes.

MELEE WEAPONS

Few will enter the modern battlefield without a ranged weapon but most will carry a melee weapon as a backup. Most military rifles have bayonets and military personnel are assumed to be armed with a combat knife if no other weapon is listed. Few combatants will be armed with specialised melee weapons but they are included here for completeness. Somebody is going to want to have a ninja faction with swords – you can blame Grey Fox...

Most modern assault rifles have bayonet attachments but are not assumed to have them attached at the beginning of the battle. A model may declare it is ‘fixing bayonets’ any time it does not run or shoot in an activation.

Melee Weapons Notes
Unarmed -1 Save
Improvised weapon (e.g. chair leg, rifle or pistol butt) May be Two-handed.
Fixed bayonet Two-handed, Blade
Tonfa, baton Blunt
Combat knife Blade
Machete, sword, fire axe +1 Save if used two-handed, Blade
Baseball bat, steel pipe +1 Save, Blunt, Two-handed
Hand taser Shock

BASIC WEAPONS

Basic weapons are commonly available to civilians (where legal) and police forces.

Pistols includes revolvers and automatic pistols such as the Beretta or FN Five-seven. The Heavy Pistol includes high-calibre weapons such as the .50 Desert Eagle and S&W Magnum. Carbines include the civilian semi-automatic versions of assault rifles, such as the AR 15 or the vintage M1 .30 Carbine. Rifles are considered to be bolt-action or single-shot versions. Shotguns are divided into two types – double barrelled (which requires reloading after two shots) and pump-action/semi-automatic such as the Franchi SPAS 12.

MILITARY WEAPONS

Military weapons are the standard firearms of military and paramilitary forces worldwide.

The standard weapon for most forces is the assault rifle. This includes the ubiquitous AK-47 series, the M16 derivatives and the most modern weapons such as the G36. The older battle rifle (such as the FN FAL or M14) are still used by some countries, but have generally been surpassed in most arsenals by the assault rifle. The PDW (Personal Defence Weapon) is a revival of the submachine gun, designed to give vehicle crews and special forces a compact weapon. Examples include the FN P90 and H&K 7 as well as older submachine gun models such as the H&K MP5 and Spectre M4. Auto shotguns such as the AA-12 and the modified Saiga 12 are effectively assault rifles firing shotgun rounds.

HEAVY WEAPONS

Heavy weapons are typically employed as squad support weapons to boost the firepower of a squad. Some (the LMG and GL) may be fielded as part of a squad’s composition (Jacks) but most are fielded as separate support units (Kings). See the faction lists for details.

The light machine-gun (LMG) has come to its own with the FN Minimi. There are similar weapons such as the LSW and AKM-74, but these tend to lack the ammo capacity for support fire so count as LMGs. The modern general purpose machine-gun (GPMG) such as the PKM and M240) provides a high rate of fire over a distance but lacks the portability of the LMG. The minigun is really a vehicle-mounted weapon but is provided here as a possibility for mercenary forces (remember Blaine?).

A recent development (from the Soviet experience in Afghanistan) is to equip platoons with a designated marksman rifle (DMR) to combat long-range machine-gun and sniper fire. Sniper rifles (e.g. the SV 98, L96 or M40) are bolt-action weapons designed for long range sniping. Some of the best civilian hunting rifles may be classed as sniper rifles. Anti-materiel rifles (e.g. the Barratt .50) are designed to target vehicles.

Grenade launchers are a common feature in military arsenals. The UGL (underslung grenade launcher, e.g. the M203) is attached to a standard assault rifle and fires low velocity grenades. The MGL (multiple grenade launcher) is a revolver-type grenade launcher (e.g. the Milkor MGL and RG-6). The RPG (rocket-propelled grenade) is the ubiquitous anti-vehicle weapon. The LAW is a one-shot disposable weapon, with the operator retaining his main weapon. Grenade launchers have their own special rules (see here).

SUPPORT WEAPONS

Support weapons are either tripod- or vehicle-mounted. They are simply too heavy for one person to carry effectively on the battlefield and require a team – they can be moved or fired in a turn but not both unless vehicle-mounted.

HAND GRENADES

Hand grenades are the poor man’s M203. They are included here for completeness. Generally they are used for storming buildings, not for throwing at range.

EXOTIC WEAPONS

Bows or crossbows have excellent armour-piercing capabilities and will typically be tipped with poison (hence the +1 Save).