RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Battle cannon [BLAST] | |||||||
Battle cannon [BLAST] | 48" | D6+3 | 4+ | 9 | -1 | 3 | |
Heavy bolter [SUSTAINED HITS 1] | |||||||
Heavy bolter [SUSTAINED HITS 1] | 36" | 3 | 4+ | 5 | -1 | 2 | |
Multi-melta [MELTA 2] | |||||||
Multi-melta [MELTA 2] | 18" | 2 | 4+ | 9 | -4 | D6 | |
Primaris Icarus lascannon [anti-fly 2+] | |||||||
Primaris Icarus lascannon [anti-fly 2+] | 48" | 1 | 4+ | 12 | -3 | D6+1 | |
Primaris Icarus quad lascannon [anti-fly 2+, twin-linked] | |||||||
Primaris Icarus quad lascannon [anti-fly 2+, twin-linked] | 48" | 2 | 4+ | 12 | -3 | D6+1 | |
Primaris air defence missiles [anti-fly 2+] | |||||||
Primaris air defence missiles [anti-fly 2+] | 48" | D6 | 4+ | 6 | -2 | 2 | |
Primaris castellan launcher [blast, indirect fire] | |||||||
Primaris castellan launcher [blast, indirect fire] | 72" | D6+1 | 4+ | 6 | 0 | 1 | |
Primaris quad-gun | |||||||
Primaris quad-gun | 48" | 4 | 4+ | 8 | -1 | 2 | |
Primaris Redoubt turbo-laser destructor [blast] | |||||||
Primaris Redoubt turbo-laser destructor [blast] | 96" | D3+1 | 4+ | 16 | -3 | D6+3 | |
Primaris vengeance launcher [blast, indirect fire] | |||||||
Primaris vengeance launcher [blast, indirect fire] | 72" | D3+1 | 4+ | 7 | -1 | 2 | |
Twin heavy bolter [SUSTAINED HITS 1, TWIN-LINKED] | |||||||
Twin heavy bolter [SUSTAINED HITS 1, TWIN-LINKED] | 36" | 3 | 4+ | 5 | -1 | 2 | |
Twin heavy flamer [IGNORES COVER, TORRENT, TWIN-LINKED] | |||||||
Twin heavy flamer [IGNORES COVER, TORRENT, TWIN-LINKED] | 12" | D6 | N/A | 5 | -1 | 1 | |
Twin lascannon [TWIN-LINKED] | |||||||
Twin lascannon [TWIN-LINKED] | 48" | 1 | 4+ | 12 | -3 | D6+1 |
1 model | 220 |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.The FORTIFICATION keyword is used in the following Unaligned Forces datasheets:
Pistols can be wielded even at point-blank range.
Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.The UNALIGNED keyword is used in the following Unaligned Forces datasheets:
The UNALIGNED FORCES keyword is used in the following Unaligned Forces datasheets:
The FORTIFICATION keyword is used in the following Unaligned Forces datasheets:
The VEHICLE keyword is used in the following Unaligned Forces datasheets:
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High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Melta weapons are powerful heat rays whose fury is magnified at close range.
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.
Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.