Weapon Abilities Flashcards

1
Q

Lance

A

On the turn that a unit charges, any weapons with Lance have a +1 to wound

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2
Q

Anti x

A
  • Automatic Crit wounds on X+ or higher.
  • Anti Fly 2+ = 6’s on 2+.
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3
Q

Assault

A
  • Unit that Advances can also fire Assault weapons
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4
Q

Blast

A
  • Add one attack for every 5 models
  • e.g. Blast (D6+3) would do (D6+3)+1 against a unit with 5-9 models (D6+3)+2 for 10-14,
    (D6+3)+3 for 15-19 etc.
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5
Q

Rapid Fire X

A

Rapid Fire X fire X extra shots against targets in half range.

e.g. Rapid Fire D6+3 fires an additional D6+3 when targets are within 36”.

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6
Q

Lethal Hits

A
  • Nat 6 on a hit roll wounds automatically.
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7
Q

Sustained Hits X

A

Inflicts additional X hits on 6’s (of 5+ with Canis).

If it has lethal and Sustained, it causes one auto wound and the other must roll to wound as normal.

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8
Q

Torrent

A

Weapons automatically hit. Roll to wound.

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9
Q

Twin-Linked

A

Twin-linked can re-roll the wound roll.

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10
Q

Deadly Demise X

A

When a unit dies, roll a D6. On a 6, the unit deals X mortal wounds to ALL units within range.

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11
Q

Pistol

A

Can fire within engagement range (only at things in engagement range - 1”H and 4”V).

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12
Q

Melta X

A

Do X extra wounds when within half range.

e.g. Helverin Thermal spear will do D6(+4) if within 12”.

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13
Q

Indirect Fire

A

Don’t need line of sight, but will suffer a -1 to hit when fired, and target gains the benefit of cover (+1 to the save roll, not more than 3+).

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14
Q

Hazardous

A
  • Roll 1 D6 for each weapon being used.
  • On a 1, the unit firing receives 3 Mortal wounds
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15
Q

Devastating wounds

A

If a Crit is rolled in the attack rolls, no saving throws can be allocated to that attack.

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