Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bellow of endless fury
Bellow of endless fury
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Bloodflail
Bloodflail
8"
Assault 1
+1
-3
3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Bloodlash
Bloodlash
12"
Assault 2D6
7
-3
2
-
Burning roar
Burning roar
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
Harvester cannon
Harvester cannon
48"
Heavy 3
7
-1
D3
-
Hellfire
Hellfire
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Lash of Khorne
Lash of Khorne
8"
Assault D3
User
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Phlegm bombardment
Phlegm bombardment
36"
Heavy D6
8
-2
3
Blast
Blast
Skull cannon
Skull cannon
48"
Heavy D6
8
-2
D3
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units targeted by this weapon do not gain any bonus to their saving throws for being in cover.
The Executioner’s Axe (shooting)
The Executioner’s Axe (shooting)
12"
Pistol 1
User
-3
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
An’ggrath’s axe of Khorne
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
An’ggrath’s axe of Khorne
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Scythe
 - Scythe
Melee
Melee
User
-2
D3
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Cleave
 - Cleave
Melee
Melee
+3
-4
D3+3
-
Axe of Khorne
Axe of Khorne
Melee
Melee
+3
-4
D6
-
Blade of blood
Blade of blood
Melee
Melee
User
-3
D3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 3.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of 3.
Bladed horn
Bladed horn
Melee
Melee
User
-1
1
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon in a turn in which the bearer made a charge move, this weapon has a Strength characteristic of +2 for that attack.
When the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon. When resolving an attack made with this weapon in a turn in which the bearer made a charge move, this weapon has a Strength characteristic of +2 for that attack.
Blood Throne’s hellblades
Blood Throne’s hellblades
Melee
Melee
4
-3
1
After a Blood Throne makes its close combat attacks, you can attack with its attendants. Make 2 additional attacks, using this weapon profile. Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2.
After a Blood Throne makes its close combat attacks, you can attack with its attendants. Make 2 additional attacks, using this weapon profile. Any attacks with a wound roll of 6+ for this weapon have a Damage characteristic of 2.
Churning fangs and claws
Churning fangs and claws
Melee
Melee
User
-2
2
-
+10
Daemonic axe
+10
Daemonic axe
Melee
Melee
+1
-3
3
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.
Daemonic claws
Daemonic claws
Melee
Melee
User
0
1
-
Gore-drenched fangs
Gore-drenched fangs
Melee
Melee
User
-1
1
-
Great axe of Khorne
When attacking with this weapon, choose one of the profiles below.
Great axe of Khorne
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
 - Mighty strike
Melee
Melee
x2
-4
D6
Each time you roll to determine how much damage this weapon inflicts, roll 2 dice and discard the lowest result.
Each time you roll to determine how much damage this weapon inflicts, roll 2 dice and discard the lowest result.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Hellblade
Hellblade
Melee
Melee
User
-3
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 2 for that attack.
Hellforged sword
Hellforged sword
Melee
Melee
User
-2
3
-
Hideous mutations
Hideous mutations
Melee
Melee
User
-2
2
-
Iron claw
Iron claw
Melee
Melee
x2
-3
D6
-
Jagged claws
Jagged claws
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Each time the bearer fights, it can make 2 additional attacks with this weapon.
Juggernaut’s bladed horn
Juggernaut’s bladed horn
Melee
Melee
5
-1
1
After a model riding a Juggernaut makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
After a model riding a Juggernaut makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
+0..0
Malefic talons
+0..0
Malefic talons
Melee
Melee
User
-2
2
Each time the bearer fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Each time the bearer fights, it can make 1 additional attack with this weapon. A model armed with two sets of malefic talons can make 3 additional attacks with them instead.
Slaughter and Carnage
When attacking with this weapon, choose one of the profiles below.
Slaughter and Carnage
When attacking with this weapon, choose one of the profiles below.
 - Mighty strike
 - Mighty strike
Melee
Melee
x2
-4
D6
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.
 - Sweeping blow
 - Sweeping blow
Melee
Melee
User
-2
1
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Make 2 hit rolls instead of 1 for each attack made with this weapon.
Slaughtering blade
Slaughtering blade
Melee
Melee
User
-4
3
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), add 1 to that attack’s wound roll.
Each time an attack is made with this weapon against a unit (excluding VEHICLE units), add 1 to that attack’s wound roll.
Soul-rending fangs
Soul-rending fangs
Melee
Melee
User
-2
2
-
The Blade of Shadows
The Blade of Shadows
Melee
Melee
+1
-5
3
-
The Executioner’s Axe (melee)
The Executioner’s Axe (melee)
Melee
Melee
+2
-3
3
Each time an attack is made with this profile, on a wound roll of 6, that attack has a Damage characteristic of 6.
Each time an attack is made with this profile, on a wound roll of 6, that attack has a Damage characteristic of 6.
The Slayer Sword
The Slayer Sword
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of D3+3.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with a Damage of D3+3.
Tusked maw
Tusked maw
Melee
Melee
x2
-3
3
-
Warpclaw
Warpclaw
Melee
Melee
User
-2
D3
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Make 2 hit rolls for each attack made with this weapon, instead of 1.
Warpsword
Warpsword
Melee
Melee
User
-3
3
You can re-roll failed hit rolls for this weapon.
You can re-roll failed hit rolls for this weapon.

Other Wargear

OTHER WARGEAR
ABILITIES 
+10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.
+10
Instrument of Chaos
If this unit has an Instrument of Chaos, then when an Advance or charge roll is made for this unit, add 1 to the roll.

Bellow of endless fury used in following datasheets:

HQ
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Bloodflail used in following datasheets:

HQ

Bloodlash used in following datasheets:

Lords of War

Burning roar used in following datasheets:

Fast Attack

Harvester 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.

Hellfire used in following datasheets:

HQ

Lash of Khorne used in following datasheets:

HQ

Phlegm bombardment used in following datasheets:

Heavy Support
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
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.

Skull cannon used in following datasheets:

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.

The Executioner’s Axe (shooting) used in following datasheets:

HQ
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.

An’ggrath’s axe of Khorne used in following datasheets:

Lords of War

Axe of Khorne used in following datasheets:

HQ
Wrath of Khorne Bloodthirster

Blade of blood used in following datasheets:

HQ
Bloodmaster
Skullmaster

Bladed horn used in following datasheets:

Elites
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.

Blood Throne’s hellblades used in following datasheets:

HQ

Churning fangs and claws used in following datasheets:

Heavy Support

Daemonic axe used in following datasheets:

HQ

Daemonic claws used in following datasheets:

Fast Attack

Gore-drenched fangs used in following datasheets:

Fast Attack

Great axe of Khorne used in following datasheets:

HQ

Hellblade used in following datasheets:

Troops
Heavy Support
Elites

Hellforged sword used in following datasheets:

HQ

Hideous mutations used in following datasheets:

Fast Attack

Iron claw used in following datasheets:

Heavy Support

Jagged claws used in following datasheets:

Heavy Support

Juggernaut’s bladed horn used in following datasheets:

HQ

Malefic talons used in following datasheets:

HQ
Daemon Prince of Chaos
+0/+15

Slaughter and Carnage used in following datasheets:

HQ

Slaughtering blade used in following datasheets:

HQ

Soul-rending fangs used in following datasheets:

HQ

The Blade of Shadows used in following datasheets:

HQ

The Executioner’s Axe (melee) used in following datasheets:

HQ

The Slayer Sword used in following datasheets:

HQ

Tusked maw used in following datasheets:

Heavy Support

Warpclaw used in following datasheets:

Heavy Support

Warpsword used in following datasheets:

Heavy Support
HQ

Instrument of Chaos used in following datasheets:

Troops
Elites
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.