Every weapon in the game in one of 44 families, each drawn its own way in the pixel battle, at the battle's own scale with the chosen army's figures. All 2,356 weapon profiles in the data are sorted; a named one-off no rule catches is drawn as a bolter or a blade. Natural colours by default; bio-weapons are purple whatever the army. Our own drawings only.
Pick two units: each weapon the attacker carries plays here with their own figures, one loop per weapon, and the fates below use them too. "GIF" saves one loop to share.
The same bolter round, once per outcome. Each fate differs in shape and place, not only colour: where the shot stops, what the model does, and the word at the gate line. The faint lines are the battle's gates: hit, wound, save, damage. The words are the battle's own; "urgh" is the one sound word, for Feel No Pain.
Jordan's pick (30 Sep), now in the battle (T-488): one fight with Fight back and To the death on, three rounds, after a volley from range. Both sides run out to the middle and stay locked there, striking in the rules' order. The small lines over whoever is struck are the gates (hit, wound, save, damage).
How the switches would read in the calculator: one for everything, one per group, one per family; the rare ones (fewer than 10 weapons) folded away. They drive the previews above too.
Counts are weapon profiles in the current BSData data (a profile several units share counts once; "units" counts every datasheet carrying it). Where a family's army colours differ from its natural ones, both are shown. A family switched off draws today's plain bullet or swing. Hit-stop freezes the whole battle for three frames on the heaviest single hits (rail, melta, venom cannon, cannon shell, hammer), with its own switch. The impact stays after the path has gone.