Core Rules
Weapon Traits
Weapon traits are abilities printed on a weapon's profile. Read the named trait when that weapon attacks, and apply its effect during the stated Target Lock, attack or damage step.
How it works
Weapon traits are named abilities shown on unit cards and weapon profiles. Apply only the effect written for the named trait; the trait's name does not provide any additional effect.
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 Dispersion 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
For a weapon with Cascade, follow the Cascade special rule when its damage dice trigger that effect.
Explosive
For a weapon with Explosive, use the Explosive special rule and the current template rules to find the affected models.
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
For a weapon with Defensive, follow the Defensive special rule when an enemy's failed melee rolls generate additional attacks.
Melee Weapon Extensions
Melee weapon extensions are listed in the Ext field and define effects that trigger during or after melee resolution.
Example
A stationary unit fires a weapon with Volley and a normal Rate of Fire of 3. Volley doubles that weapon's Rate of Fire for this attack, so the player rolls 6 Target Lock dice. If the unit had moved, Volley would not apply and the weapon would use its normal Rate of Fire of 3.
Frequently asked questions
- Where are ranged weapon traits shown?
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They are normally listed on the weapon's Rate of Fire line and affect Target Lock or another shooting step.
- Can a trait change rules that it does not mention?
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No. Apply only the stated effect and follow all other attack rules normally.
- What does Auto do?
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Every successful Target Lock made by an Auto weapon causes Critical Damage. During Snap Fire, Target Lock rolls of 1 and 2 are successful.
- Can Barrage fire without Line of Sight?
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Yes. It still follows range, target legality, Cover, Target Lock and damage rules.
- How do Cascade, Explosive and Defensive work?
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Follow their separate special-rule pages when the weapon trait reaches the stated trigger.
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