Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Artemia inferno cannon
+20
Artemia inferno cannon
16"
Heavy 2D3
6
-1
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Artillery barrage
Artillery barrage
100"
Heavy D6
8
-2
D3
Blast. This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
Blast. This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
+0..15
Autocannon
+0..15
Autocannon
48"
Heavy 2
7
-1
2
-
Autogun
Autogun
24"
Rapid Fire 1
3
0
1
-
Avenger bolt cannon
Avenger bolt cannon
36"
Heavy 10
6
-2
2
-
Bale Eye
Bale Eye
6"
Pistol 1
3
-2
1
-
Baneblade cannon
Baneblade cannon
72"
Heavy 3D6
9
-3
3
Blast
Blast
+0..20
Battle cannon
+0..20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
+0..2
Bolt pistol
+0..2
Bolt pistol
12"
Pistol 1
4
0
1
-
+2
Boltgun
+2
Boltgun
24"
Rapid Fire 1
4
0
1
-
+0..25
Breacher charge
+0..25
Breacher charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only shoot with each breacher charge it is equipped with once per battle.
Blast. The bearer can only shoot with each breacher charge it is equipped with once per battle.
Carnodon twin autocannon
Carnodon twin autocannon
48"
Heavy 4
7
-1
2
-
+10
Carnodon twin lascannon
+10
Carnodon twin lascannon
48"
Heavy 2
9
-3
D6
-
Carnodon twin multi-laser
Carnodon twin multi-laser
36"
Heavy 6
6
0
1
-
Chem cannon
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
Colossus siege mortar
Colossus siege mortar
240"
Heavy 3D3
6
-2
D3
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Cyclops demolition charge
Cyclops demolition charge
6"
Heavy 2D6
9
-2
D3
Blast
Blast
Deathstrike missile
Deathstrike missile
200"
Heavy 3D6
*
*
*
Blast. This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
Blast. This weapon can only be fired once per battle. This weapon can target units that are not visible to the bearer. Each time you hit the target with this weapon it suffers a mortal wound. After resolving all damage on the unit, roll a D6 for every other unit within 6" of the target unit – on a 4+ that unit also suffers D3 mortal wounds.
+0..20
Demolisher cannon
+0..20
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
+0..5
Demolition charge
+0..5
Demolition charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only shoot with this weapon once per battle.
Blast. The bearer can only shoot with this weapon once per battle.
Dominus triple bombard
Before selecting targets, select one of the profiles below to make attacks with. You can only select the stationary bombardment profile if the bearer Remained Stationary in your previous Movement phase.
Dominus triple bombard
Before selecting targets, select one of the profiles below to make attacks with. You can only select the stationary bombardment profile if the bearer Remained Stationary in your previous Movement phase.
 - Mobile bombardment
 - Mobile bombardment
36"
Heavy 2D6
10
-2
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
 - Stationary bombardment
 - Stationary bombardment
60"
Heavy 3D6
10
-3
D6
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Earthshaker cannon
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
Blast. Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
Engineer shotgun
Engineer shotgun
12"
Assault 3
4
0
1
-
+0..15
Eradicator nova cannon
+0..15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
+0..15
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..15
Executioner plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
+15..30
Exterminator autocannon
+15..30
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
+0..5
Flamer
+0..5
Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Frag bomb
Frag bomb
6"
Grenade D6
4
0
1
Blast
Blast
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
Gas bombs
Gas bombs
6"
Grenade D6
2
-2
1
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
Blast. Each time an attack is made with this weapon, a wound roll of 2+ is always successful, unless the target is a VEHICLE or TITANIC unit.
+10
Gorgon mortar
+10
Gorgon mortar
48"
Heavy 2D6
5
-1
1
Blast. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
Blast. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
+0..5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
+0..5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
+0..5
Grenadier gauntlet
+0..5
Grenadier gauntlet
12"
Assault D6
4
0
1
Blast
Blast
Griffon heavy mortar
Griffon heavy mortar
48"
Heavy D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw.
+0..15
Heavy bolter
+0..15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+0..15
Heavy bolter
+0..15
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Heavy mortar
Heavy mortar
48"
Heavy D6
6
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Heavy quad launcher
Heavy quad launcher
48"
Heavy 4D6
5
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..5
Heavy stubber
+0..5
Heavy stubber
36"
Heavy 3
4
0
1
-
Hellhammer cannon
Hellhammer cannon
36"
Heavy 3D6
10
-4
3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
+20
Hellstrike missile rack
+20
Hellstrike missile rack
72"
Heavy 2
8
-2
D6+2
-
+0..5
Hellstrike missiles
+0..5
Hellstrike missiles
72"
Heavy 1
8
-2
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Hot-shot lasgun
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
Hot-shot laspistol
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
+0..5
Hot-shot volley gun
+0..5
Hot-shot volley gun
24"
Heavy 4
4
-2
1
-
+0..5
Hunter-killer missile
+0..5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
Hydra quad autocannon
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
+0..10
Inferno cannon
+0..10
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Inferno gun
Inferno gun
18"
Heavy 3D6
7
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Krak grenade
Krak grenade
6"
Grenade 1
6
-1
D3
-
+0..50
Lascannon
+0..50
Lascannon
48"
Heavy 1
9
-3
D6
-
Laser destroyer
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Lasgun array
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
+20
Lightning hellstrike rack
+20
Lightning hellstrike rack
72"
Heavy 2
8
-2
D6+2
-
Macharius twin battle cannon
Macharius twin battle cannon
72"
Heavy 2D6
8
-2
D6
Blast
Blast
Macharius twin vanquisher cannon
Macharius twin vanquisher cannon
72"
Heavy 2
16
-4
9
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack's hit roll.
Each time an attack is made with this weapon against a VEHICLE or MONSTER unit, add 1 to that attack's hit roll.
Macharius vulcan mega-bolter
Macharius vulcan mega-bolter
60"
Heavy 16
6
-2
2
-
Magma cannon
Magma cannon
60"
Heavy 2D6
10
-5
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Malcador twin lascannon
Malcador twin lascannon
48"
Heavy 2
9
-3
D6
-
Marauder nose autocannons
Marauder nose autocannons
48"
Heavy 12
7
-1
2
-
Marauder twin assault cannon
Marauder twin assault cannon
24"
Heavy 12
6
-1
1
-
Marauder twin heavy bolter
Marauder twin heavy bolter
36"
Heavy 6
5
-1
2
-
Marauder twin lascannon
Marauder twin lascannon
48"
Heavy 2
9
-3
D6
-
Medusa siege cannon
Medusa siege cannon
36"
Heavy D6
10
-3
D6
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..10
Melta cannon
+0..10
Melta cannon
24"
Assault D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+0..10
Meltagun
+0..10
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Minotaur twin earthshaker cannon
Minotaur twin earthshaker cannon
240"
Heavy 2D3+3
9
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
+0..15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
Mole launcher
Mole launcher
24"
Heavy D6
5
-1
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..10
Mortar
+0..10
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+0..5
Multi-laser
+0..5
Multi-laser
36"
Heavy 3
6
0
1
-
+0..25
Multi-melta
+0..25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Multiple rocket pod
Multiple rocket pod
36"
Assault D6
5
-1
1
Blast
Blast
Omega-pattern plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
Omega-pattern plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Pulsed bolts
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
Blast
Blast
 - Maximal bolts
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Payback
Payback
36"
Assault 3
5
-2
2
-
Penance
Penance
12"
Pistol 1
4
-1
1
-
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+0..10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Plasma pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Praetor launcher
Before selecting targets, select one of the profiles below to make attacks with.
Praetor launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Foehammer
 - Foehammer
12-120"
Heavy 2D6
9
-2
D6
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
 - Firestorm
 - Firestorm
12-120"
Heavy 3D6
6
-2
2
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
+20
Primaris air defence missiles
+20
Primaris air defence missiles
48"
Heavy D3
8
-2
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris castellan launcher
+30
Primaris castellan launcher
72"
Heavy 2D6
6
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+25
Primaris Icarus lascannon
+25
Primaris Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+100
Primaris Icarus quad lascannon
+100
Primaris Icarus quad lascannon
96"
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris quad gun
+30
Primaris quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Primaris Redoubt turbo-laser destructor
Primaris Redoubt turbo-laser destructor
96"
Heavy 2D3
16
-3
2D6
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
+40
Primaris vengeance launcher
+40
Primaris vengeance launcher
72"
Heavy 2D3
7
-1
2
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
+20..35
Punisher gatling cannon
+20..35
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
Quake cannon
Quake cannon
140"
Heavy 2D6
14
-4
D6
Blast. When rolling for this weapon’s damage, treat any rolls of 1 or 2 as 3 instead.
Blast. When rolling for this weapon’s damage, treat any rolls of 1 or 2 as 3 instead.
Ripper gun (shooting)
Ripper gun (shooting)
12"
Assault 3
5
0
1
-
Ripper pistol
Ripper pistol
12"
Pistol 3
5
0
1
This weapon wounds INFANTRY units on a roll of 2+.
This weapon wounds INFANTRY units on a roll of 2+.
Shotgun
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
+0..2
Sniper rifle
+0..2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
+0..5
Storm bolter
+0..5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
Storm eagle rockets
Storm eagle rockets
120"
Heavy 2D6
10
-2
D3
Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
Blast. This weapon can target units that are not visible to the bearer. A model can only fire a single storm eagle rocket per turn. Each storm eagle rocket can only be fired once per battle.
Stormblade plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
Stormblade plasma blastgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
72"
Heavy 2D6
9
-4
3
Blast
Blast
 - Supercharged
 - Supercharged
72"
Heavy 2D6
10
-4
4
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 3 mortal wounds after shooting with this weapon.
Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 3 mortal wounds after shooting with this weapon.
+10
Stormblade twin heavy bolter
+10
Stormblade twin heavy bolter
36"
Heavy 6
5
-1
2
-
Stormhammer cannon
Stormhammer cannon
60"
Heavy 2D3
9
-3
2D3
Blast
Blast
Stormsword siege cannon
Stormsword siege cannon
36"
Heavy 2D6
10
-4
D6
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
Stub pistol
Stub pistol
9"
Pistol 1
4
0
1
-
Stygies laser destroyer
Stygies laser destroyer
72"
Heavy 2
12
-4
D3+3
-
+30
Stygies vanquisher battle cannon
+30
Stygies vanquisher battle cannon
72"
Heavy 1
8
-3
D3+3
-
Tarantula twin heavy bolter
Tarantula twin heavy bolter
36"
Heavy 6
5
-1
2
-
+10
Tarantula twin lascannon
+10
Tarantula twin lascannon
48"
Heavy 2
9
-3
D6
-
Tauros grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
Tauros grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
36"
Assault 2D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
36"
Assault 2
6
-1
D3
-
Taurox battle cannon
Taurox battle cannon
48"
Heavy D6
7
-1
D3
Blast
Blast
+5
Taurox gatling cannon
+5
Taurox gatling cannon
24"
Heavy 20
4
0
1
-
+15
Taurox missile launcher
When attacking with this weapon, choose one of the profiles below.
+15
Taurox missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
+20
Thunderbolt hellstrike rack
+20
Thunderbolt hellstrike rack
72"
Heavy 2
8
-2
D6+2
-
Thunderbolt nose autocannons
Thunderbolt nose autocannons
48"
Heavy 8
7
-1
2
-
Thunderbolt twin lascannon
Thunderbolt twin lascannon
48"
Heavy 2
9
-3
D6
-
Tremor cannon
Tremor cannon
60"
Heavy 3D6
8
-2
3
Blast. If a unit is hit by this weapon, in their following Movement phase they must halve their Move characteristic and cannot Advance.
Blast. If a unit is hit by this weapon, in their following Movement phase they must halve their Move characteristic and cannot Advance.
+20
Twin autocannon
+20
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin battle cannon
Twin battle cannon
72"
Heavy 2D6
8
-2
D3
Blast
Blast
+0..30
Twin heavy bolter
+0..30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+0..30
Twin heavy flamer
+0..30
Twin heavy flamer
12"
Heavy 2D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Twin heavy stubber
Twin heavy stubber
36"
Heavy 6
4
0
1
-
+30..45
Twin lascannon
+30..45
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin long-barrelled autocannon
Twin long-barrelled autocannon
72"
Heavy 4
7
-1
2
-
Twin multi-laser
Twin multi-laser
36"
Heavy 6
6
0
1
-
Valdor neutron laser
Valdor neutron laser
48"
Heavy 3
12
-3
D6
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a model, if the bearer Remained Stationary in your previous Movement phase, that attack has a Damage characteristic of 6.
+0..15
Vanquisher battle cannon
+0..15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Vendetta hellstrike rack
Vendetta hellstrike rack
72"
Heavy 2
8
-2
D6+2
-
Vendetta twin lascannon
Vendetta twin lascannon
72"
Heavy 2
9
-3
D6
-
Volcano cannon
Volcano cannon
120"
Heavy 3D3
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Volkite caliver
Volkite caliver
30"
Heavy 2
5
-1
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Volkite culverin (IA)
Volkite culverin (IA)
45"
Heavy 4
6
0
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Vulcan mega-bolter
Vulcan mega-bolter
60"
Heavy 20
6
-2
2
-
+10
Vulture gatling cannon
+10
Vulture gatling cannon
24"
Heavy 20
5
0
1
-
Vulture hellstrike rack
Vulture hellstrike rack
72"
Heavy 2
8
-2
D6+2
-
Wyvern quad stormshard mortar
Wyvern quad stormshard mortar
48"
Heavy 4D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.
Blast. This weapon can target units that are not visible to the bearer. You can re-roll failed wound rolls for this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Adamantium tracks
Adamantium tracks
Melee
Melee
User
-2
D3
-
Bionic arm with devil’s claw
Bionic arm with devil’s claw
Melee
Melee
User
-1
2
-
+0..5
Bullgryn maul
+0..5
Bullgryn maul
Melee
Melee
+2
-1
2
-
Chainsword
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
Death rider hunting lance
Death rider hunting lance
Melee
Melee
User
-1
1
Each time a melee attack is made with this weapon, if the bearer's unit made a charge move this turn, that attack has a Strength characteristic of +2, an Armour Penetration characteristic of -3 and a Damage characteristic of 2.
Each time a melee attack is made with this weapon, if the bearer's unit made a charge move this turn, that attack has a Strength characteristic of +2, an Armour Penetration characteristic of -3 and a Damage characteristic of 2.
Envenomed blade
Envenomed blade
Melee
Melee
+1
0
1
This weapon wounds INFANTRY units on a roll of 2+.
This weapon wounds INFANTRY units on a roll of 2+.
Evanfall
Evanfall
Melee
Melee
User
-1
1
-
+0..8
Force stave
+0..8
Force stave
Melee
Melee
+3
-1
D3
-
+0..8
Force stave
+0..8
Force stave
Melee
Melee
+3
-1
D3
-
Huge knife
Huge knife
Melee
Melee
User
-1
2
-
+0..2
Hunting lance
+0..2
Hunting lance
Melee
Melee
+2
-2
D3
-
+0..2
Hunting lance
+0..2
Hunting lance
Melee
Melee
+2
-2
D3
When the bearer fights, it can only attack with this weapon if it has charged this turn.
When the bearer fights, it can only attack with this weapon if it has charged this turn.
+0..10
Lascutter
+0..10
Lascutter
Melee
Melee
9
-3
D3
Each time the bearer fights, it can make no more than 1 attack with this weapon.
Each time the bearer fights, it can make no more than 1 attack with this weapon.
Medical scalpels
Medical scalpels
Melee
Melee
User
0
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Melta-cutter drill
Melta-cutter drill
Melee
Melee
x2
-4
3
Each time an attack is made with this weapon against a BUILDING, that attack automatically hits the target. Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of 6.
Each time an attack is made with this weapon against a BUILDING, that attack automatically hits the target. Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of 6.
Omnissian axe
Omnissian axe
Melee
Melee
+1
-2
2
-
+0..5
Power axe
+0..5
Power axe
Melee
Melee
+2
-2
1
-
+0..10
Power fist
+0..10
Power fist
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power klaw
Power klaw
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
+4..5
Power lance
+4..5
Power lance
Melee
Melee
+2
-1
1
-
+0..5
Power maul
+0..5
Power maul
Melee
Melee
+3
-1
1
-
+0..5
Power sword
+0..5
Power sword
Melee
Melee
+1
-3
1
-
+0..5
Power sword
+0..5
Power sword
Melee
Melee
+1
-3
1
-
Powerlifter
Powerlifter
Melee
Melee
x2
-2
D3
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon.
Ripper gun (melee)
Ripper gun (melee)
Melee
Melee
User
-1
1
-
Savage claws
Savage claws
Melee
Melee
4
-1
1
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
Each time the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon.
+2
Sentinel chainsaw
+2
Sentinel chainsaw
Melee
Melee
User
-1
1
-
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll.
Stomping feet
Stomping feet
Melee
Melee
+2
0
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
Telepathica stave
Telepathica stave
Melee
Melee
+1
0
D3
-
Thunderous headbutt
Thunderous headbutt
Melee
Melee
+3
-2
D3
Nork can only make a single thunderous headbutt attack each time he fights.
Nork can only make a single thunderous headbutt attack each time he fights.
Trampling hooves
Trampling hooves
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Wyrdvane stave
Wyrdvane stave
Melee
Melee
+1
0
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
Brute shield
Models equipped with a brute shield have a 4+ invulnerable save.
Brute shield
Models equipped with a brute shield have a 4+ invulnerable save.
+5
Bullgryn Plate
A model in Bullgryn plate has a Save characteristic of 4+.
+5
Bullgryn Plate
A model in Bullgryn plate has a Save characteristic of 4+.
+20
Defence searchlight
Each time this model is selected to shoot with, select one enemy unit within 48" of and visible to this model, then select one friendly INFANTRY unit or one friendly SABRE WEAPONS BATTERY unit that has not been selected for this ability this turn. Until the end of the phase, each time a model in that unit makes a ranged attack against that enemy unit, add 1 to that attack’s hit roll.
+20
Defence searchlight
Each time this model is selected to shoot with, select one enemy unit within 48" of and visible to this model, then select one friendly INFANTRY unit or one friendly SABRE WEAPONS BATTERY unit that has not been selected for this ability this turn. Until the end of the phase, each time a model in that unit makes a ranged attack against that enemy unit, add 1 to that attack’s hit roll.
+0..5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+0..5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
Medi-pack
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
Medi-pack
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
Platoon Standard
All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.
Platoon Standard
All MILITARUM TEMPESTUS units within 6" of any friendly units with a platoon standard may add 1 to their Leadership when taking Morale tests.
Regimental Standard
All friendly units add 1 to their Leadership whilst they are within 6" of any Veteran with a regimental standard.
Regimental Standard
All friendly units add 1 to their Leadership whilst they are within 6" of any Veteran with a regimental standard.
Slabshield
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).
Slabshield
Add 2 to armour saving throws for a model equipped with a slabshield (invulnerable saving throws are not affected).
Storm Shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Storm Shield
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
+5
Tempestus Command Rod
A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
+5
Tempestus Command Rod
A model with a Tempestus command rod may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.
+0..5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+0..5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+0..5
Vox-caster
If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
+0..5
Vox-caster
If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.

Artemia inferno cannon used in following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Artillery barrage used in following datasheets:

Elites
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Autocannon used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Autogun used in following datasheets:

Elites
Veterans
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Avenger bolt cannon used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Bale Eye used in following datasheets:

HQ

Baneblade cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Battle cannon used in following datasheets:

HQ
Tank Commander
+5
Heavy Support
Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Bolt pistol used in following datasheets:

Boltgun used in following datasheets:

Elites
Platoon Commander
+2
Veterans
+2
HQ
Lord Commissar
+2
Troops
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Breacher charge used in following datasheets:

Elites
Special Weapons Squad
Veterans
Troops
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Carnodon twin autocannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Carnodon twin lascannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Carnodon twin multi-laser used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Chem cannon used in following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Colossus siege mortar used in following datasheets:

Heavy Support
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Cyclops demolition charge used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Deathstrike missile used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Demolisher cannon used in following datasheets:

Lords of War
Hellhammer
HQ
Tank Commander
+5
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Demolition charge used in following datasheets:

Elites
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Dominus triple bombard used in following datasheets:

Lords of War
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Earthshaker cannon used in following datasheets:

Heavy Support
Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Engineer shotgun used in following datasheets:

Elites

Eradicator nova cannon used in following datasheets:

HQ
Tank Commander
Heavy Support
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Executioner plasma cannon used in following datasheets:

HQ
Tank Commander
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Exterminator autocannon used in following datasheets:

HQ
Tank Commander
+15
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Flamer used in following datasheets:

Elites
Militarum Tempestus Command Squad
Special Weapons Squad
+3
Veterans
+5
Troops
Militarum Tempestus Scions
+5
Fast Attack

Frag bomb used in following datasheets:

Elites
Nork Deddog
Ogryn Bodyguard
Ogryns
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Frag grenade used in following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Gas bombs used in following datasheets:

Elites
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Gorgon mortar used in following datasheets:

Lords of War
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Grenade launcher used in following datasheets:

Elites
Militarum Tempestus Command Squad
Special Weapons Squad
+3
Veterans
+5
Troops
Militarum Tempestus Scions
+5
Fast Attack

Grenadier gauntlet used in following datasheets:

Elites
Ogryn Bodyguard
+5

Griffon heavy mortar used in following datasheets:

Heavy Support
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy bolter used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
INFANTRY/other model

Heavy flamer used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy mortar used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy quad launcher used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Heavy stubber used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hellhammer cannon used in following datasheets:

Lords of War
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hellstrike missile rack used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hellstrike missiles used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hot-shot lasgun used in following datasheets:

Elites
Troops
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Hot-shot laspistol used in following datasheets:

HQ
Tempestor Prime
Elites
Troops

Hot-shot volley gun used in following datasheets:

Elites
Troops
Dedicated Transport
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hunter-killer missile used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hydra quad autocannon used in following datasheets:

Heavy Support
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Inferno cannon used in following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Inferno gun used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Krak grenade used in following datasheets:

HQ
Tempestor Prime
Elites
Ministorum Priest
Sergeant Harker
Troops
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Lascannon used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Laser destroyer used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Lasgun used in following datasheets:

Elites
Special Weapons Squad
Veterans
Troops
Infantry Squad
Heavy Support
Lords of War
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Lasgun array used in following datasheets:

Dedicated Transport
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Laspistol used in following datasheets:

Lightning hellstrike rack used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Macharius twin battle cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Macharius twin vanquisher cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Macharius vulcan mega-bolter used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Magma cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Malcador twin lascannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Marauder nose autocannons used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Marauder twin assault cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Marauder twin heavy bolter used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Marauder twin lascannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Medusa siege cannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Melta cannon used in following datasheets:

Fast Attack

Meltagun used in following datasheets:

Elites
Militarum Tempestus Command Squad
Special Weapons Squad
+3
Veterans
+10
Troops
Militarum Tempestus Scions
+10
Fast Attack

Minotaur twin earthshaker cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Missile launcher used in following datasheets:

Fast Attack
Scout Sentinels
+15
Elites
Veterans
+15
Heavy Support
Troops
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Mole launcher used in following datasheets:

Elites
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Mortar used in following datasheets:

Elites
Veterans
+10
Heavy Support
Troops
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Multi-laser used in following datasheets:

Fast Attack
Scout Sentinels
Dedicated Transport
Flyers
Heavy Support
Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Multi-melta used in following datasheets:

Fast Attack
HQ
Tank Commander
+25
Heavy Support
Elites
Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Multiple rocket pod used in following datasheets:

Flyers

Omega-pattern plasma blastgun used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Payback used in following datasheets:

Elites

Penance used in following datasheets:

Elites
INFANTRY/other model

Plasma cannon used in following datasheets:

Fast Attack
HQ
Tank Commander
+20
Heavy Support
Elites
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Plasma gun used in following datasheets:

Elites
Militarum Tempestus Command Squad
Special Weapons Squad
+3
Veterans
+10
Troops
Militarum Tempestus Scions
+10
Fast Attack
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Plasma pistol used in following datasheets:

Praetor launcher used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris air defence missiles used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris castellan launcher used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris Icarus lascannon used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris Icarus quad lascannon used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris quad gun used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris Redoubt turbo-laser destructor used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Primaris vengeance launcher used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Punisher gatling cannon used in following datasheets:

HQ
Tank Commander
+20
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Quake cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Ripper gun (shooting) used in following datasheets:

Elites
Ogryn Bodyguard
Ogryns

Ripper pistol used in following datasheets:

Elites

Shotgun used in following datasheets:

HQ
Elites

Sniper rifle used in following datasheets:

Elites
Ratlings
Special Weapons Squad
Veterans
+2
Rein and Raus
Troops
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Storm bolter used in following datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Storm eagle rockets used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stormblade plasma blastgun used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stormblade twin heavy bolter used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stormhammer cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stormsword siege cannon used in following datasheets:

Lords of War
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stub pistol used in following datasheets:

Elites

Stygies laser destroyer used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Stygies vanquisher battle cannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tarantula twin heavy bolter used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tarantula twin lascannon used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tauros grenade launcher used in following datasheets:

Fast Attack

Taurox battle cannon used in following datasheets:

Dedicated Transport
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Taurox gatling cannon used in following datasheets:

Dedicated Transport
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Taurox missile launcher used in following datasheets:

Dedicated Transport
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Thunderbolt hellstrike rack used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Thunderbolt nose autocannons used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Thunderbolt twin lascannon used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Tremor cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin autocannon used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin battle cannon used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin heavy bolter used in following datasheets:

Lords of War
Banehammer
Banesword
Doomhammer
Hellhammer
Shadowsword
Stormlord
Stormsword
Dedicated Transport
Fortifications
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin heavy flamer used in following datasheets:

Lords of War
Banehammer
Banesword
Doomhammer
Hellhammer
Shadowsword
Stormlord
Stormsword
Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin heavy stubber used in following datasheets:

Lords of War
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin lascannon used in following datasheets:

Fortifications
Heavy Support
Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin long-barrelled autocannon used in following datasheets:

Fortifications
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Twin multi-laser used in following datasheets:

Fast Attack
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Valdor neutron laser used in following datasheets:

Heavy Support
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vanquisher battle cannon used in following datasheets:

HQ
Tank Commander
Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vendetta hellstrike rack used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vendetta twin lascannon used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Volcano cannon used in following datasheets:

Lords of War

The datasheets using TITANIC keyword can be found in following Factions:

Unaligned: Unaligned.
Chaos: Chaos Daemons, Chaos Knights, Chaos Space Marines, Death Guard, Heretic Titan Legions, Renegades and Heretics, Thousand Sons.
Imperium: Adeptus Mechanicus, Astra Militarum, Grey Knights, Imperial Knights, Space Marines, Titan Legions.
Aeldari: Craftworlds.
Xenos: Necrons, Orks, T’au Empire, Tyranids.

The TITANIC keyword is used in following datasheets:

HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Volkite caliver used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Volkite culverin (IA) used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vulcan mega-bolter used in following datasheets:

Lords of War
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vulture gatling cannon used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Vulture hellstrike rack used in following datasheets:

Flyers
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Wyvern quad stormshard mortar used in following datasheets:

Heavy Support
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Adamantium tracks used in following datasheets:

Lords of War
Banehammer
Banesword
Doomhammer
Hellhammer
Shadowsword
Stormlord
Stormsword

Bionic arm with devil’s claw used in following datasheets:

HQ

Bullgryn maul used in following datasheets:

Elites
Ogryn Bodyguard
+5

Chainsword used in following datasheets:

Death rider hunting lance used in following datasheets:

Elites
Fast Attack
HQ

Envenomed blade used in following datasheets:

Elites

Evanfall used in following datasheets:

Elites

Force stave used in following datasheets:

HQ
Aradia Madellan

Huge knife used in following datasheets:

Elites
Ogryn Bodyguard

Hunting lance used in following datasheets:

Fast Attack

Lascutter used in following datasheets:

Elites
Special Weapons Squad
Veterans
Troops

Medical scalpels used in following datasheets:

Elites

Melta-cutter drill used in following datasheets:

Dedicated Transport

Omnissian axe used in following datasheets:

Elites

Power axe used in following datasheets:

Power fist used in following datasheets:

Power klaw used in following datasheets:

HQ

Power lance used in following datasheets:

Fast Attack

Power maul used in following datasheets:

Power sword used in following datasheets:

Powerlifter used in following datasheets:

Elites

Ripper gun (melee) used in following datasheets:

Elites
Ogryn Bodyguard
Ogryns

Savage claws used in following datasheets:

Elites
Fast Attack
HQ

Sentinel chainsaw used in following datasheets:

Fast Attack
Scout Sentinels
+2

Servo-arm used in following datasheets:

Elites
Tech-Priest Enginseer

Stomping feet used in following datasheets:

Fast Attack

Telepathica stave used in following datasheets:

Elites

Thunderous headbutt used in following datasheets:

Elites

Trampling hooves used in following datasheets:

Fast Attack

Wyrdvane stave used in following datasheets:

Elites

Augur array used in following datasheets:

Heavy Support
Deathstrike
+5
Hydras
+5
Leman Russ Battle Tanks
+5
Manticore
+5
Wyverns
+5
Dedicated Transport
Fast Attack
HQ
Tank Commander
+5

Brute shield used in following datasheets:

Elites
Ogryn Bodyguard
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Bullgryn Plate used in following datasheets:

Elites

Defence searchlight used in following datasheets:

Heavy Support

The and INFANTRY keywords are used in following Astra Militarum datasheets:

The and SABRE WEAPONS BATTERY keywords are used in following Astra Militarum datasheets:

Heavy Support

Dozer blade used in following datasheets:

Heavy Support
Deathstrike
+5
Hydras
+5
Leman Russ Battle Tanks
+5
Manticore
+5
Wyverns
+5
Dedicated Transport
Fast Attack
HQ
Tank Commander
+5

Medi-pack used in following datasheets:

Elites
Militarum Tempestus Command Squad

The ASTRA MILITARUM and INFANTRY keywords are used in following Astra Militarum datasheets:

Platoon Standard used in following datasheets:

Elites

The MILITARUM TEMPESTUS keyword is used in following Astra Militarum datasheets:

HQ
Troops
Dedicated Transport
Elites

Regimental Standard used in following datasheets:

Elites

Slabshield used in following datasheets:

Elites
Ogryn Bodyguard
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Storm Shield used in following datasheets:

Elites
Gotfret de Montbard
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.

Tempestus Command Rod used in following datasheets:

HQ

The INFANTRY keyword is used in following Astra Militarum datasheets:

RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase

Track guards used in following datasheets:

Heavy Support
Deathstrike
+5
Hydras
+5
Leman Russ Battle Tanks
+5
Manticore
+5
Wyverns
+5
Dedicated Transport
Fast Attack
HQ
Tank Commander
+5

Vox-caster used in following datasheets:

Elites
Militarum Tempestus Command Squad
Veterans
Troops
Militarum Tempestus Scions
+5

The OFFICER keyword is used in following Astra Militarum datasheets:

HQ
Company Commander
Knight Commander Pask
Lord Castellan Creed
Tank Commander
Tempestor Prime
Elites
Officer of the Fleet
Platoon Commander
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Voice of Command
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
ORDER
Take Aim!

Even amid the clangorous din of battle, the bellowed instructions of an officer recall the countless days each soldier spent conducting targeted fire drills.

Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. 
First Rank,Fire! Second Rank, Fire!

By sheer weight of fire, the mortal soldiers of the Astra Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this.

All lasguns and all hot-shot lasguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase. 
Bring it Down!

Guided by the experienced eye of their leader, a squad is able to pinpoint an enemy’s weakest point, and in doing so fell the most terrifying enemies of the Imperium.

Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. 
Forwards, for the Emperor!

With the correct motivation, Astra Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy.

The ordered unit can shoot this phase even if it Advanced in its Movement phase
Get Back in the Fight!

To retreat is not always to concede defeat, and a tactical withdrawal can open up new opportunities for troops to showcase their firing skills.

The ordered unit can shoot this phase even if it Fell Back in its Movement phase
Move! Move! Move!

When the needs of the battle dictate, soldiers can be ordered to march double-time, moving quickly to close range with the enemy or to secure an open flank.

Instead of shooting this phase the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn. 
Fix Bayonets!

With a bellicose cry, troops can be ordered to descend upon their foe with close-quarter weaponry, stabbing, slashing and bludgeoning until they have secured victory for the Emperor.

This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase