Chapter 23

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.