WEAPONS OF THE BADAB
WAR
Weapons of the Badab War Rules Changes
The below document is a one-stop shop for all Badab Era weaponry. Going forward, please ignore
any weapon stats within unit pages and refer to the below weapon pages, we will slowly remove
‘generic’ weapons form units so everything will be in one spot to make balancing and stat-line
changes easier for all involved. The only things that will remain on pages are things occurring on
Named/Unique Characters.
Notes: You’ll note that many weapons have had special rules added or taken away. Namely removal of
Sunder from Lascannons (and instead put onto Krak Missiles from Missile Launchers. Also a lot of the
Heavy Ordnance which was made completely irrelevant in HH2.0 has been beefed back up a bit,
generally getting an increase in blast size and a low form of Breaching (generally a Breaching (6+) or
(5+), this when linked with the Ordnance rule above should hopefully give the big guns some more
teeth, without falling back into artillery city of HH1.0. Again please have a crack of all the above and
submit feedback, nothing is set in stone, so have a play and let us know!
MELEE WEAPONS
Name Range S AP Type Special Rules
Siege Assault Drills - X2 1 Melee Concussive (1), Specialist Weapon, Unwieldly
Seismic Hammer - X2 1 Melee Concussive (2), Brutal (2), Sunder, Unwieldly
RANGED WEAPONS
Name Range S AP Type Special Rules
AUTO WEAPON
Shotgun 12" 3 - Assault 2 Concussive (1)
Astartes Shotgun 12” 4 - Assault 2 Concussive (1)
Man-Packed Heavy Stubber 36” 4 6 Heavy 3
Belt-Fed Heavy Stubber 36” 4 6 Heavy 6 Pinning
Ripper Gun 12” 5 4 Assault 4 Breaching (6+), Concussive (1)
Autopistol 12” 3 - Pistol 1
Autogun 24” 3 - Rapid Fire
Autocannon 48" 7 4 Heavy 2 Rending (6+)
Long-Barrelled Autocannon 72” 8 3 Heavy 3 Rending (5+)
Gravis autocannon 48" 7 4 Heavy 3 Rending (6+), Twin-linked
Gravis autocannon battery 48" 7 4 Heavy 4 Rending (6+), Twin-linked
Assault Cannon 24" 6 4 Heavy 6 Rending (6+)
Predator cannon 48" 8 4 Heavy 4 Rending (6+)
Punisher rotary cannon 36" 6 4 Heavy 18 Pinning, Shell Shock (1)
Anvilus autocannon battery 48" 7 4 Heavy 4 Rending (5+), Sunder, Twin-linked
Leviathan storm cannon 24" 7 4 Heavy 6 Rending (5+), Sunder
Icarus Stormcannon Array 48” 7 4 Heavy 4 Rending (6+), Skyfire
Skyreaper battery 48" 7 4 Heavy 5 Skyfire, Twin-linked
ARTILLERY CANNON
Demolisher Cannon 24" 12 3 Ordnance 1 Blast (3"), Sunder, Rending (4+), Brutal (3)
Battle Cannon 72” 8 4 Ordnance 1 Blast (5”), Rending (6+)
Vanquisher Cannon 72” 9 2 Heavy 2 Armourbane (Ranged), Brutal (2)
Eradiacator Cannon 36” 6 4 Heavy 2 Large Blast (5”)
Earthshaker Cannon 24”-240” 9 4 Ordnance 1 Barrage, Blast (5”), Shred, Pinning, Breaching (6+)
Medusa Siege Mortar 36” 10 3 Ordnance 1 Blast (3”), Sunder, Rending (4+), Brutal (3), Pinning
Mortar 6”-48” 4 6 Heavy 1 Blast (3”), Barrage, Pinning
Griffon Heavy Mortar 12”-48” 6 4 Heavy 1 Barrage, Large Blast (5”), Pinning, Twin-Linked
Achillus Quad Launcher – Shard 24” 5 5 Heavy 1 Large Blast (5”), Shred
Achillus Quad Launcher – Strike 24” 8 4 Heavy 4 Sunder
Baneblade Cannon 72” 9 3 Ordnance 1 Massive Blast (7”), Breaching (4+), Pinning, Shellshock (1)
Thunderhawk Cannon 72” 8 3 Destroyer 1 Massive Blast (7”), Rending (4+), Pinning, Shellshock (1)
BOLT WEAPONS
Bolt Pistol 12" 4 5 Pistol 1
Bolter 24" 4 5 Rapid Fire
Storm-Bolter 24" 4 5 Assault 2
-Kraken Rounds 30" 4 4 Rapid Fire
-Tempest Rounds 18" 3 6 Rapid Fire Blast (3”)
-Vengeance Rounds 24” 5 4 Rapid Fire Breaching (5+), Gets Hot
Hurricane Bolter 24” 4 5 Rapid Fire 3 Twin-Linked
Hurricane Bolter Array 24” 4 5 Rapid Fire 4 Twin-Linked
Sniper Rifle 72" 5 5 Heavy 1 Rending (5+), Sniper, Pinning
Heavy Bolter 36" 5 4 Heavy 4
Gravis Heavy Bolter 36” 5 4 Heavy 6
Garvis Heavy Bolter Battery 48" 5 4 Heavy 8 Twin-linked
Avenger Bolt Cannon 36" 6 3 Heavy 7
Vulcan Mega Bolter 60” 6 3 Heavy 14 Breaching (5+), Pinning, Shell Shock, Spool-up!
COMBI-WEAPONS (ALL)
Bolter (Primary) 24" 4 5 Rapid Fire
Flamer (Secondary) T 4 5 Assault 1
Grenade Launcher (Secondary) - Krak 24" 5 4 Assault 1
Grenade Launcher (Secondary) - Frag 24" 3 6 Assault 1 Blast (3"), Pinning
Plasma gun (Secondary) 24" 7 4 Rapid Fire Breaching (4+), Gets Hot, One Shot
Meltagun (Secondary) 12" 8 1 Assault 1 Armourbane (Melta), One Shot
GRAV-WEAPONS
Grav Pistol 8” - - Pistol 1 Grav-Ripple, Gets Hot!
Graviton gun 18" - - Assault 2 Grav-Ripple, Gets Hot!
Grav-Cannon w/ Grav-Amp 30" - - Salvo 1/3 Grav Ripple, Gets Hot!
LAS WEAPONS
Laspistol 12” 3 - Pistol 1
Lasgun 24 3 - Rapid Fire
Hot-Shot Laspistol 8” 3 5 Pistol 1 Breaching (4+)
Hot-Shot Lasgun 18” 3 5 Rapid Fire Breaching (4+)
Lascannon 48" 9 2 Heavy 1
Gravis lascannon 48" 9 2 Heavy 2
Lascannon array 48" 9 2 Heavy 2 Twin-linked
Multilaser 36” 6 6 Heavy 6
Gravis Multilaser 36” 6 6 Heavy 12 Twin-Linked
Arachnus heavy lascannon battery 48" 10 2 Heavy 2 Twin-linked, Exoshock (5+)
Laser destroyer 36" 9 1 Ordnance 2 Twin-linked, Exoshock (6+)
Magna laser destroyer 36" 9 1 Ordnance 3 Twin-linked, Exoshock (6+)
Volcano cannon 120" 14 1 Destroyer 1 Large Blast (5"), Ignores Cover
Neutron-wave cannon 120" 10 1 Destroyer 1 Large Blast (5"), Ignores Cover, Shock Pulse
Turbo-laser destructor 96" 12 2 Destroyer 1 Large Blast (5"), Ignores Cover
FLAME WEAPONS
Hand flamer T 3 - Pistol 1
Flamer (Combi-Secondary) T 4 5 Assault 1
Heavy flamer T 5 4 Assault 1
Flamestorm cannon T 6 4 Heavy 1 Torrent (18"), Breaching (6+)
-High Grade Promethium T 6 4 Heavy 1 Torrent (12”), Breaching (3+)
Chem Cannon T 2 6 Heavy 1 Torrent (12”), Fleshbane, Breaching (4+)
MELTA WEAPONS
Meltagun (Combi-Secondary) 12" 8 1 Assault 1 Armourbane (Melta)
Multi-melta 24" 8 1 Heavy 1 Armourbane (Melta), Twin-linked
Gravis Multi-Melta 24" 8 1 Heavy 2 Armourbane (Melta), Twin-linked
Magna-melta cannon 36" 8 1 Heavy 3 Armourbane (Melta), Twin-linked
Cyclonic melta lance 18" 8 1 Heavy 4 Armourbane (Melta)
Siege melta array 12" 8 1 Heavy 5 Armourbane (Melta), Twin-linked
Melta cutters 6" 8 1 Heavy 3 Armourbane (Melta)
PLASMA WEAPONS
Plasma pistol 12" 7 4 Pistol 1 Breaching (4+), Gets Hot
Plasma gun 24" 7 4 Rapid Fire Breaching (4+), Gets Hot
Plasma cannon 36" 7 4 Heavy 1 Breaching (4+), Gets Hot, Blast (3")
Gravis plasma cannon 36" 7 4 Heavy 1 Breaching (4+), Gets Hot, Large Blast (5")
Plasma blaster 18" 7 4 Assault 2 Breaching (4+), Gets Hot
Executioner plasma destroyer 60" 7 4 Heavy 1 Rending (4+), Large Blast (5")
Hellfire plasma cannonade -
(Sustained fire) 36" 7 4 Heavy 6 Breaching (4+)
Hellfire plasma cannonade - (Maximal
fire) 36" 8 4 Heavy 1 Rending (4+), Gets Hot, Large Blast (5")
Conversion Beamer -Short Range 0”-18” 7 - Heavy 1 Blast (3”), Blind
Conversion Beamer -Medium Range 18”-42” 9 4 Heavy 1 Blast (3”), Blind
Conversion Beamer -Long Range 42”-72” 12 1 Heavy 1 Blast (3”), Blind
H/Conversion Beamer -Short Range 0”-18” 7 - Heavy 1 Blast (5”), Blind
H/Conversion Beamer -Med Range 18”-42” 9 4 Heavy 1 Blast (5”), Blind
H/Conversion Beamer -Long Range 42”-72” 12 1 Heavy 1 Blast (5”), Blind
MISSILE WEAPONS
Missile launcher - Frag 48" 4 6 Heavy 1 Blast (3"), Pinning
Missile launcher - Krak 48" 8 3 Heavy 1 Sunder
Missile launcher - Flak 48" 7 3 Heavy 1 Skyfire
Gravis Missile launcher - Frag 48" 4 6 Heavy 2 Blast (3"), Pinning
Gravis Missile launcher - Krak 48" 8 3 Heavy 2 Sunder
Gravis Missile launcher - Flak 48" 7 3 Heavy 2 Skyfire
Cerberus Missile Launcher 24” 5 5 Heavy 2 Blast (3”), Pinning, Blind
Whirlwind Talonis HE Missile 48” 6 4 Ordnance 1 Barrage, Large Blast (5”)
Whirlwind Thermios AP Missile 48” 7 4 Ordnance 1 Barrage, Blast (3”), Breaching (5+)
Whirlwind Icarios AA Missile 48” 7 2 Ordnance 1 Twin-Linked, Skyfire
Vengeance launcher 48" 5 4 Heavy 2 Large Blast (5")
Skyspear Missile Launcher 60” 7 2 Heavy 1 Armourbane (Ranged), Savant Lock, Skyfire
Havoc launcher 48" 5 5 Heavy 1 Blast (3"), Twin-linked
Multiple Rocket Pods 48” 5 4 Heavy 1 Large Blast (5”)
Hunter-killer missile 48" 8 3 Heavy 1 One Shot
Hellstrike missile 72" 9 2 Heavy 1 One Shot, Sunder
Deathstorm missile launcher 18" 6 4 Heavy 9 Pinning, Deathstorm, Limited Ammunition
Tempest rocket 60" 7 4 Heavy 1 One Shot, Sunder
Aiolos missile launcher 60" 6 3 Heavy 3 Pinning, Guided Fire
Boreas air defence missile 48" 8 2 Heavy 1 Skyfire, Guided Fire, One Shot
Typhoon Missile Launcher – Frag 48” 4 6 Heavy 2 Blast (3”), Pinning
Typhoon Missile Launcher – Krak 48” 8 3 Heavy 2 Sunder
Cyclone missile launcher - Frag 48" 4 6 Heavy 1 Large Blast (5"), Pinning
Cyclone missile launcher - Krak 48" 8 3 Heavy 2 Twin-linked
Cyclone missile launcher - Flak 48" 7 3 Heavy 2 Twin-linked, Skyfire
Skystrike Missile 72” 8 2 Heavy 1 Skyfire, Sunder, One Use
Bomb - 6 4 Bomb 1 Large Blast (5”), Breaching (6+), One Use
Macro-bomb cluster - 8 4 Bomb 1 Apocalyptic Barrage (6), Breaching (4+), One Shot
Storm Eagle Rocket 24”-120” 10 4 Heavy D3 Barrage, Large Blast (5”), One Shot
Ordnance
Deathstrike Missile 12”-640” 10 1 D3+3 Blast (3”), One Shot, T-Minus 5…
MISC
Lascutter (Ranged) 8" 10 1 Assault 1 Armourbane (Ranged)
Demolition Charge 8” 8 2 Assault 1 Large Blast (5”), One Use
Weapons of the Badab War Rules Changes/Weapon Special Rules
Ordnance: Works exactly as the rulebook, in Addition, a Unit may not reroll an Armour Save due to
the Heavy Rule, if wounded by a weapon with the Ordnance Trait. (Let us know how this plays in your
games, feedback is always wanted and encouraged!)
Grav-Ripple: A weapon with the Grav-Ripple effect rolls to hit as normal. To wound it needs
whatever the targets Armour save is (Eg if hitting a Space Marine with an armour save of 3+, you
would require a 3+ to wound the Marine). Models wounded by a weapon with the Grav-Ripple trait
do not make a normal saving through, but instead make save based on their Toughness. EG if a
Guardsmen, at Toughness 3 is wounded by a Grav-Ripple Weapon, they will save the wound on a 3+.
(Let us know how this plays in your games, Wanted something not as busted as Grav in 6th/7th but not as
useless as Graviton in HH 2.0, feedback is always wanted and encouraged!)
Savant Lock: If any shot from a weapon with this special rule misses anything with the Flyer, Flying
Monstrous Creature, Hover or Antigrav unit sub- roll a D6 at the start of the next friendly Shooting
phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit
suffers a hit (using its rear Armour Value if it is a vehicle) with the profile above.
Spool-Up!: If the model armed with the Vulcan Mega-Bolter doesn’t move in the proceeding
Movement Phase, Count the Vulcan Mega-Bolter as Heavy 25 instead of Heavy 15.