Core Rules
Weapon Traits
Core Rule Weapon traits are named weapon-profile hooks used by OPDAT unit cards and weapon profiles. A weapon trait is live only if it is listed here or defined in another current weapon rule…
Core Rule
Weapon traits are named weapon-profile hooks used by OPDAT unit cards and weapon profiles.
A weapon trait is live only if it is listed here or defined in another current weapon rule file.
Do not infer additional effects from a trait name beyond the mechanics explicitly defined here or in another approved current rule file.
Source And Approval
The uploaded Teaching.zip weapon source files provide mechanics for the original nine live OPDAT weapon traits.
Source files reviewed:
voidsiege_ranged_weapons.mdvoidsiege_melee_weapons.md
Jason approved those Teaching source mechanics for the current weapon-trait pass on 2026-07-05, with the Auto clarification that Auto makes every successful Target Lock cause Critical Damage, not only rolls of 1.
The uploaded file 01-voidsiege_weapons.md provides additional weapon profile structure, ranged mechanics, ranged extensions, and melee mechanics imported in this pass.
Marshal review cleanup on PR #52 clarified Sniper allocation, Defensive timing, Cascade recursion, Assault full-RoF close-combat use, and Scatter/Explosive ownership links.
Ranged Weapon Traits
Ranged weapon traits are listed in the RoF line and modify how the weapon functions during Target Lock or related shooting steps.
Rapid
When this weapon is used to make a shooting attack, re-roll failed Target Lock rolls made by this weapon.
When this weapon is used during Snap Fire, use the weapon's full RoF instead of its Snap Fire RoF.
Auto
Every successful Target Lock roll made by this weapon causes Critical Damage.
When this weapon is used during Snap Fire, Target Lock rolls of 1 and 2 are successful.
Auto is broader than the default Critical Damage rule for ranged Target Lock rolls of 1. A successful Target Lock roll from an Auto weapon causes Critical Damage regardless of the successful roll value.
Volley
If the attacking unit is stationary, double this weapon's RoF for that attack.
Barrage
This weapon may make shooting attacks without Line of Sight.
After resolving an attack with this weapon, roll a command die to apply restrictions.
Barrage does not change range, target legality other than the Line of Sight exception, Cover, Target Lock, damage, damage allocation, or removal timing unless another rule explicitly states otherwise.
Scatter
This weapon uses a Dispersion Template to determine Target Lock against targets within 8 inches.
Resolve Scatter using special-rules/dispersion.md and the current template rules.
Sniper
This weapon allows the attacking player to select specific models within the target unit when assigning damage caused by this weapon.
The selected models become the models eligible to receive that Sniper weapon's assigned damage, overriding normal closest-model damage allocation for that damage.
Sniper does not increase Target Limit or the number of models that can be affected unless another rule explicitly states otherwise.
When this weapon targets models that are not in Cover, this weapon has Auto for those shots: every successful Target Lock roll made by this weapon causes Critical Damage.
Sniper does not otherwise change target legality, range, Line of Sight, Cover, Target Lock, damage, or removal timing unless another rule explicitly states otherwise.
Ranged Weapon Extensions
Ranged weapon extensions are listed in the Ext field and define effects that trigger during or after damage resolution.
Cascade
Cascade is a ranged weapon extension.
Resolve Cascade using special-rules/cascade.md.
Explosive
This weapon uses a template to apply damage.
Resolve Explosive using special-rules/explosive.md and the current template rules.
Melee Weapon Traits
Melee weapon traits are listed in the Att field and modify how melee attack dice are rolled.
A weapon may only have one mechanic in the Att field.
Fast
When this weapon is used to make melee attacks, roll the listed number of attack dice per model.
Re-roll all failed melee attack rolls made by this weapon.
Flail
When this weapon is used to make melee attacks, each success grants a bonus attack.
Rolls of 6 made by this weapon double this weapon's Force for the damage caused by that roll.
Whip
When this weapon is used to make melee attacks, each success grants 1 additional attack die.
Slashing
When this weapon is used to make melee attacks, roll the listed number of attack dice per enemy model in range.
Crushing
When this weapon is used to make melee attacks, roll the listed number of attack dice or listed dice pool.
All rolls of 4+ made by this weapon succeed.
Hammer
When this weapon is used to make melee attacks, rolls succeed if they are equal to or higher than the target's HP.
Defensive
Defensive is a melee weapon trait.
Resolve Defensive using special-rules/defensive.md.
Melee Weapon Extensions
Melee weapon extensions are listed in the Ext field and define effects that trigger during or after melee resolution.
Melee extension rules are defined in the current special-rules home unless they are explicitly defined here.
Alignment Notes
- Ranged RoF determines the number of dice rolled for Target Lock.
- Ranged mechanics are listed in the RoF line and interact with Shoot, Snap Fire, and Advance.
- Ranged extensions are listed in the Ext field and usually trigger during or after damage resolution.
- Melee Att mechanics change how melee attack dice are rolled.
- Melee extensions are listed in the Ext field and usually trigger during or after melee resolution.
- Melee weapon range defaults to 1 inch unless the weapon profile or another rule gives a different range.
- Barrage restriction results should use the current command restriction framework or the approved restriction home for that command-die result.
- Scatter and Explosive use their special-rule homes for template placement and affected-model rules.
- Cascade uses its special-rule home for generated damage dice.
- Defensive uses its special-rule home for generated melee attacks.
- Flail bonus attacks and Whip additional attack dice are generated by successful melee attack rolls from those weapons. If a later timing conflict appears, resolve it in
core/melee.mdor this file rather than in OPDAT. - Hypercharge appears in the uploaded weapon file as an example melee extension to be defined in Special Rules, but no full Hypercharge rule is defined there.
Existing Trait Definitions Elsewhere
- Assault is currently defined in
core/ranged_weapons.mdas a ranged weapon trait.
Ownership Notes
- Use
core/ranged_weapons.mdfor ranged weapon profile structure and ranged-weapon-specific rules. - Use
core/weapon_traits.mdfor reusable weapon trait vocabulary and extensions. - Use
core/melee.mdfor melee attack resolution. - Use
core/shooting.mdfor shooting attack resolution. - Use
core/damage.mdfor damage, Critical Damage, Sustained Damage, and related damage outcomes. - Use
core/general/templates.md,special-rules/dispersion.md, andspecial-rules/explosive.mdfor template placement and affected-model rules. - Use
special-rules/cascade.mdandspecial-rules/defensive.mdfor those named mechanics. - Because weapon traits affect weapon feel and faction identity, request Sypher review before public trait mechanics are treated as final presentation language.
