Weapon Traits
23.1Artillery
Range is written as x(y). X is maximum range, y is minimum. If a model is closer than the minimum range then it cannot shoot that model.
23.1Rapid Fire
Gain +1 Attack per attacking model if the unit did not move this turn.
For lone units, gain +1 Attack total unless the datasheet says otherwise.
23.2 Heavy
If the attacking unit moved this turn, attacks with this weapon suffer -1 to Hit Checks.
23.3 Blast
When targeting a unit profile with 3 or more remaining models, this weapon gains +1d6 Attacks. If using free measurement, Area Blast affects units within 4 inches of the primary target if the weapon has Area Blast. If using hexes, Area Blast affects units within 2 hexes unless the weapon says otherwise.
23.4 Assault
This weapon may be fired after the attacking unit Advances, but attacks suffer -1 to Hit Checks.
23.5 Precise
A natural 12 on the Hit Check automatically wounds. Do not make a Wound Check for that attack.
23.6 Deadly
A natural 12 on the Wound Check doubles the damage received from this weapon.
23.7 Ignores Cover
Attacks with this weapon ignore cover bonuses.
23.8 Long Range
Gain +1 to Hit Checks when targeting units beyond half the weapon’s Range.
23.9 Short Range
Gain +1 to Hit Checks when targeting units within half the weapon’s Range.
23.10 Area Effect
Area Effect weapons affect all units, friend and foe, within a designated radius.
Unless the weapon says otherwise:
- No Hit Check is required.
- Make Wound Checks against each affected unit individually.
- Apply cover if appropriate.
23.11 Poison X
If a unit suffers one or more nat 12 wounds from a Poison X weapon, it gains Poisoned X.
23.12 Stealth Detection
Weapons with Stealth Detection can target Stealth units at normal range and ignore the -1 Hit Check penalty from Stealth.
23.13 Stun
On a natural 12 on the Wound Check, the target becomes Stunned.
23.14 Recharge X
After this weapon is fired, it cannot be fired again until X Recharge counters are removed.
Remove 1 Recharge counter during the controlling player’s Command Phase.
23.15 Piercing
This weapon’s AP cannot be reduced by enemy abilities unless those abilities specifically affect Piercing weapons.
23.16 Anti-Armor
When attacking a Vehicle, Walker, Monster, or Building, this weapon gains +1 to its Wound Check.
This bonus cannot increase the total Wound Check modifier beyond +3.
23.17 Anti-Infantry
When attacking Infantry or Swarm units, this weapon gains +1 Attack.
23.18 Suppressive
If this weapon scores one or more hits against a unit, that unit becomes Suppressed even if no wounds are caused.