Weapon Abilities Flashcards
Lance
On the turn that a unit charges, any weapons with Lance have a +1 to wound
Anti x
- Automatic Crit wounds on X+ or higher.
- Anti Fly 2+ = 6’s on 2+.
Assault
- Unit that Advances can also fire Assault weapons
Blast
- 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.
Rapid Fire X
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”.
Lethal Hits
- Nat 6 on a hit roll wounds automatically.
Sustained Hits X
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.
Torrent
Weapons automatically hit. Roll to wound.
Twin-Linked
Twin-linked can re-roll the wound roll.
Deadly Demise X
When a unit dies, roll a D6. On a 6, the unit deals X mortal wounds to ALL units within range.
Pistol
Can fire within engagement range (only at things in engagement range - 1”H and 4”V).
Melta X
Do X extra wounds when within half range.
e.g. Helverin Thermal spear will do D6(+4) if within 12”.
Indirect Fire
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+).
Hazardous
- Roll 1 D6 for each weapon being used.
- On a 1, the unit firing receives 3 Mortal wounds
Devastating wounds
If a Crit is rolled in the attack rolls, no saving throws can be allocated to that attack.