Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Absolvor bolt pistol
Absolvor bolt pistol
18"
Pistol 1
5
-1
2
-
Accelerator autocannon
Accelerator autocannon
48"
Heavy 3
7
-1
2
-
+20
Aiolos missile launcher
+20
Aiolos missile launcher
48"
Heavy 3D3
6
-1
1
Blast
Blast
Angelus boltgun
Angelus boltgun
18"
Assault 2
4
-1
1
-
Anvillus autocannon battery
Anvillus autocannon battery
36"
Heavy 8
7
-2
2
-
Arachnus heavy lascannon battery
Arachnus heavy lascannon battery
48"
Heavy 2
9
-3
D3+3
-
Arcus multi-launcher
Arcus multi-launcher
48"
Heavy 2D6
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.
Artificer flamer
Artificer flamer
12"
Assault D6
5
-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.
Artisan plasma pistol
Artisan plasma pistol
12"
Pistol 1
8
-3
2
-
Assault bolter
Assault bolter
18"
Assault 3
5
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Assault plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Assault plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Assault 3
6
-4
1
-
 - Supercharge
 - Supercharge
24"
Assault 3
7
-4
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
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Astartes grenade launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag grenade
 - Frag grenade
30"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
30"
Assault 1
6
-1
D3
-
Astartes shotgun
Astartes shotgun
18"
Assault 2
4
0
1
-
Astraeus las-ripper
Astraeus las-ripper
36"
Heavy 2
9
-3
D6
-
Auto bolt rifle
Auto bolt rifle
24"
Assault 3
4
0
1
-
Auto boltstorm gauntlet (shooting)
Auto boltstorm gauntlet (shooting)
18"
Assault 3
4
0
1
-
Avenger mega bolter
Avenger mega bolter
36"
Heavy 10
5
-1
2
-
Baal flamestorm cannon
Baal flamestorm cannon
18"
Heavy D6
6
-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.
+20
Bellicatus missile array
Before selecting targets, select one of the profiles below to make attacks with.
+20
Bellicatus missile array
Before selecting targets, select one of the profiles below to make attacks with.
 - Krak missiles
 - Krak missiles
48"
Heavy 1
8
-2
D6
-
 - Frag missiles
 - Frag missiles
48"
Heavy D6
4
0
1
Blast
Blast
 - Icarus missiles
 - Icarus missiles
48"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon profile against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blackout
Blackout
18"
Pistol 2
4
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.
Blackstar rocket launcher
Blackstar rocket launcher
30"
Heavy 2D3
5
-1
1
Blast
Blast
Blacksword missile launcher
Blacksword missile launcher
36"
Heavy 1
7
-3
2
Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Blood Song
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Bloodfire
Before selecting targets, select one of the profiles below to make attacks with. This weapon is a plasma weapon.
Bloodfire
Before selecting targets, select one of the profiles below to make attacks with. This weapon is a plasma weapon.
 - Standard
 - Standard
12"
Pistol 2
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Pistol 2
8
-3
3
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.
Bolt carbine
Bolt carbine
24"
Assault 2
4
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Bolt rifle
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
Bolt sniper rifle
Before selecting targets, select one of the profiles below to make attacks with. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Bolt sniper rifle
Before selecting targets, select one of the profiles below to make attacks with. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
 - Executioner round
 - Executioner round
36"
Heavy 1
5
-1
1
Each time an attack is made with this weapon profile, add 1 to that attack’s hit roll. Targets do not receive the benefits of cover against attacks made with this weapon profile.
Each time an attack is made with this weapon profile, add 1 to that attack’s hit roll. Targets do not receive the benefits of cover against attacks made with this weapon profile.
 - Hyperfrag round
 - Hyperfrag round
36"
Heavy D3
5
0
1
Blast.
Blast.
 - Mortis round
 - Mortis round
36"
Heavy 1
5
-2
2
Each time an attack is made with this weapon profile, 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 profile, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Boltgun
Boltgun
24"
Rapid Fire 1
4
0
1
-
Boltstorm gauntlet (shooting)
Boltstorm gauntlet (shooting)
12"
Pistol 3
4
-1
1
-
+20
Boreas air defence missiles
+20
Boreas air defence missiles
48"
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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Burning Wrath
Burning Wrath
3"
Assault 2D6
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.
Castellum air defence missiles
Castellum air defence missiles
48"
Heavy 2D3
8
-2
3
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.
Castellum battle cannon
Castellum battle cannon
72"
Heavy D6
9
-3
3
Blast
Blast
Castellum Icarus quad lascannon
Castellum 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.
Catechist
Catechist
12"
Pistol 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. This weapon is a melta weapon.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. This weapon is a melta weapon.
Centurion missile launcher
Centurion missile launcher
36"
Assault D3
8
-2
D3
Blast
Blast
Cerberus launcher
Cerberus launcher
18"
Heavy D6
4
0
1
Blast
Blast
Cerberus neutron pulse array
Cerberus neutron pulse array
48"
Heavy 4
14
-4
2D3
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.
Combi-bolter
Combi-bolter
24"
Rapid Fire 2
4
0
1
-
+0..10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+0..10
Combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+5..10
Combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon profile is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+0..10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+0..10
Combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+5..10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (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.
+5
Contemptor plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Contemptor plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
8
-3
2
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.
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.
+0..5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Conversion beam cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-24"
Heavy D3
6
-1
2
Blast
Blast
 - Medium range
 - Medium range
24-48"
Heavy D3
7
-2
3
Blast
Blast
 - Long range
 - Long range
48-72"
Heavy D3
8
-3
4
Blast
Blast
+20
Conversion beamer
+20
Conversion beamer
42"
Heavy D3
6
0
1
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
When resolving an attack made with this weapon against a unit that is not within half range, this weapon has a Strength characteristic of 8, an Armour Penetration characteristic of -1, and a Damage characteristic of 2 for that attack.
+20..25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+20..25
Cyclone missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
+20
Cyclonic melta lance
+20
Cyclonic melta lance
18"
Heavy D6
9
-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.
Deathstorm cannon array
Deathstorm cannon array
18"
Heavy 6
6
-1
1
-
+10
Deathstorm missile array
+10
Deathstorm missile array
18"
Heavy 2
8
-2
D6
-
Deathwatch bolt pistol
Deathwatch bolt pistol
12"
Pistol 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
+0..5
Deathwatch boltgun
+0..5
Deathwatch boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
+5..10
Deathwatch combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+5..10
Deathwatch combi-flamer
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Flamer
 - 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.
+10..15
Deathwatch combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10..15
Deathwatch combi-grav
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Grav-gun
 - Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+0..15
Deathwatch combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+0..15
Deathwatch combi-melta
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Meltagun
 - Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10..15
Deathwatch combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+10..15
Deathwatch combi-plasma
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (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..10
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..10
Deathwatch frag cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag
 - Frag
12"
Assault 2D3
6
-1
1
Blast
Blast
 - Shell
 - Shell
24"
Assault 2
7
-2
2
-
Deathwatch heavy flamer
Before selecting targets, select one of the profiles below to make attacks with. Each time an attack is made with this weapon, that attack automatically hits the target.
Deathwatch heavy flamer
Before selecting targets, select one of the profiles below to make attacks with. Each time an attack is made with this weapon, that attack automatically hits the target.
 - Hellfire
 - Hellfire
12"
Heavy D6
2
0
1
Each time an attack is made with this weapon profile, unless the target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
Each time an attack is made with this weapon profile, unless the target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
 - Infernum
 - Infernum
12"
Heavy 2D6
4
0
1
Blast
Blast
 - Promethium
 - Promethium
12"
Heavy D6
5
-1
1
-
+0..5
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
+0..5
Deathwatch shotgun
Before selecting targets, select one of the profiles below to make attacks with.
 - Cryptclearer
 - Cryptclearer
18"
Assault 2
5
0
1
-
 - Wyrmsbreath
 - Wyrmsbreath
8"
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.
 - Xenopurge
 - Xenopurge
12"
Assault 2
4
-1
2
-
Deathwatch twin boltgun
Deathwatch twin boltgun
24"
Rapid Fire 2
4
0
1
Special-issue Ammunition
Special-issue Ammunition
Deathwind launcher
Deathwind launcher
12"
Heavy D6
5
0
1
Blast
Blast
Demolisher cannon
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
Disintegration combi-gun
When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Disintegration gun
 - Disintegration gun
18"
Rapid Fire 1
5
-3
D6
-
Disintegration pistol
Disintegration pistol
9"
Pistol 1
5
-3
D6
-
Dorn’s Arrow
Dorn’s Arrow
24"
Assault 4
4
-1
2
-
Drakkis
Drakkis
12"
Assault D6
4
-1
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.
Dreadfire heavy flamer
Dreadfire heavy flamer
12"
Heavy D6
6
-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.
Dreadhammer siege cannon
Dreadhammer siege cannon
24"
Heavy 2D6
10
-4
3
Blast
Blast
Dreadnought inferno cannon
Dreadnought inferno cannon
12"
Heavy D6
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.
+11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
+11
Excelsior combi-plasma
When you choose this weapon to shoot with, select one or two of the profiles below. If you select two, subtract 1 from hit rolls for attacks made this weapon. Only one plasma gun profile can be selected.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun (standard)
 - Plasma gun (standard)
24"
Rapid Fire 1
7
-3
1
-
 - Plasma gun (supercharge)
 - Plasma gun (supercharge)
24"
Rapid Fire 1
8
-3
2
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Executor bolt rifle
Executor bolt rifle
42"
Heavy 1
5
-2
2
-
+10
Executor heavy bolter
+10
Executor heavy bolter
42"
Heavy 2
5
-2
3
-
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
Fellblade accelerator cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - HE shells
 - HE shells
72"
Heavy 2D6
8
-3
2
Blast
Blast
 - AE shells
 - AE shells
72"
Heavy 2
14
-4
6
-
Firefury missile battery
Firefury missile battery
36"
Heavy 2D3
6
-2
1
Blast
Blast
+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.
Flamestorm cannon
Flamestorm cannon
12"
Heavy D6
6
-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.
Flamestorm gauntlet (shooting)
Flamestorm gauntlet (shooting)
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.
Foehammer (shooting)
Foehammer (shooting)
12"
Assault 1
x2
-3
3
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Forge bolter
Forge bolter
24"
Assault 3
5
-1
2
Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.
Each time the bearer shoots, it can make attacks with this weapon even if it also makes attacks with Pistols or Grenades.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
+0..5
Fragstorm grenade launcher
+0..5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Gauntlet of the Forge
Gauntlet of the Forge
12"
Assault 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.
Gauntlets of Ultramar (shooting)
Gauntlets of Ultramar (shooting)
24"
Rapid Fire 2
4
-1
2
-
Gorgon’s Wrath
Gorgon’s Wrath
36"
Heavy 3
5
-2
2
-
+10..15
Grav-cannon
+10..15
Grav-cannon
30"
Heavy 4
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Grav-cannon and grav-amp
Grav-cannon and grav-amp
24"
Heavy 4
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
Grav-flux bombard
Grav-flux bombard
24"
Heavy 2D3
8
-3
2
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
Blast. Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 3.
+0..10
Grav-gun
+0..10
Grav-gun
18"
Rapid Fire 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+0..5
Grav-pistol
+0..5
Grav-pistol
12"
Pistol 1
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
+5
Graviton blaster
+5
Graviton blaster
18"
Assault 2
5
-3
1
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2.
Graviton cannon
Graviton cannon
36"
Heavy D6
6
-3
2
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
Blast. When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 3 instead of 2.
+5
Grenade harness
+5
Grenade harness
12"
Assault D6
4
-1
1
Blast
Blast
Hammerfall heavy bolter array
Hammerfall heavy bolter array
36"
Heavy 3
5
-1
2
-
Hammerfall heavy flamer array
Hammerfall heavy flamer array
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.
Hammerfall missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Hammerfall missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Superfrag missile
 - Superfrag missile
72"
Heavy 2D6
6
0
1
Blast
Blast
 - Superkrak missile
 - Superkrak missile
72"
Heavy 2
10
-2
D6
-
Hammerstrike missile launcher
Hammerstrike missile launcher
36"
Heavy 2
8
-3
3
-
+0..5
Hand flamer
+0..5
Hand flamer
12"
Pistol D6
3
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.
Hand of Dominion (shooting)
Hand of Dominion (shooting)
24"
Rapid Fire 3
6
-1
2
-
Heavy bolt pistol
Heavy bolt pistol
18"
Pistol 1
4
-1
1
-
Heavy bolt rifle
Heavy bolt rifle
36"
Rapid Fire 1
5
-1
1
-
Heavy bolter
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 frag cannon
Heavy frag cannon
18"
Heavy 2D3
7
-1
2
Blast
Blast
+10
Heavy laser destroyer
+10
Heavy laser destroyer
72"
Heavy 2
12
-4
D3+3
-
+5
Heavy melta rifle
+5
Heavy melta rifle
24"
Heavy 1
8
-4
D6+2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Heavy onslaught gatling cannon
Heavy onslaught gatling cannon
30"
Heavy 12
6
-1
1
-
+0..20
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..20
Heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-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.
Heavy plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Heavy plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 1
8
-4
2
-
 - Supercharge
 - Supercharge
36"
Heavy 1
9
-4
3
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.
+5
Helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
+5
Helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy D3
6
-2
1
Blast
Blast
 - Focussed
 - Focussed
36"
Heavy 1
8
-4
D3+3
-
Helfrost destructor
Before selecting targets, select one of the profiles below to make attacks with.
Helfrost destructor
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy 3D3
6
-2
1
Blast
Blast
 - Focused
 - Focused
36"
Heavy D3
10
-4
6
Blast
Blast
Helfrost pistol
Before selecting targets, select one of the profiles below to make attacks with.
Helfrost pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
12"
Pistol D3
4
-2
1
Blast
Blast
 - Focussed
 - Focussed
12"
Pistol 1
6
-4
3
-
Helios launcher
Helios launcher
48"
Heavy D3
7
-2
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Hellfire Extremis
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Hellfire Extremis
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
Special-issue Ammunition
Special-issue Ammunition
 - Hellfire flamer
 - Hellfire flamer
12"
Assault D6
2
0
1
Each time an attack is made with this weapon, that attack automatically hits the target, and unless that target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
Each time an attack is made with this weapon, that attack automatically hits the target, and unless that target has the VEHICLE or TITANIC keywords, a wound roll of 2+ for that attack is always successful.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
+10
Hellfire plasma carronade
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
7
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
8
-3
3
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.
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.
Hellstorm bolt rifle
Hellstorm bolt rifle
30"
Assault 3
5
0
1
-
+10
Hellstorm heavy bolter
+10
Hellstorm heavy bolter
30"
Heavy 4
5
0
2
-
Hellstrike missile battery
Hellstrike missile battery
72"
Heavy 4
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack's hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Herakles-pattern autocannon
Herakles-pattern autocannon
48"
Heavy 6
7
-2
3
-
+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.
Hunter-slayer missile
Hunter-slayer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-slayer missile it is equipped with once per battle. This weapon can target units that are not visible to the bearer.
The bearer can only shoot with each hunter-slayer missile it is equipped with once per battle. This weapon can target units that are not visible to the bearer.
+0..15
Hurricane bolter
+0..15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
Icarus ironhail heavy stubber
Icarus ironhail heavy stubber
36"
Heavy 4
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
+0..5
Icarus rocket pod
+0..5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Icarus stormcannon
Icarus stormcannon
48"
Heavy 3
7
-1
2
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Each time an attack is made with this weapon against an AIRCRAFT unit, make 2 hit rolls instead of 1 and add 1 to both those hit rolls.
Incendium cannon
Incendium cannon
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.
+0..5
Inferno pistol
+0..5
Inferno pistol
6"
Pistol 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.
Infernus
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
Infernus
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Flamer
 - Flamer
12"
Assault D6
4
0
1
Each time an attack is made with this weapon profile, that attack automatically hits the target.
Each time an attack is made with this weapon profile, that attack automatically hits the target.
+20
Infernus cannon
+20
Infernus cannon
18"
Heavy 2D6
6
-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.
+15
Infernus heavy bolter
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
+15
Infernus heavy bolter
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll.
 - Heavy bolter
 - 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.
Instigator bolt carbine
Instigator bolt carbine
24"
Assault 1
4
-1
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Invictus
Invictus
30"
Rapid Fire 1
4
-2
2
-
+0..5
Ironhail heavy stubber
+0..5
Ironhail heavy stubber
36"
Heavy 4
4
-1
1
-
+10
Ironhail skytalon array
+10
Ironhail skytalon array
36"
Heavy 8
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Javelin missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Javelin missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 3D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 3
8
-2
D6
-
Judgement
Judgement
24"
Rapid Fire 2
4
-2
2
This weapon is a bolt weapon.
This weapon is a bolt weapon.
Kane’s master-crafted plasma pistol
Before selecting targets, select one of the profiles below to make attacks with
Kane’s master-crafted plasma pistol
Before selecting targets, select one of the profiles below to make attacks with
 - Standard
 - Standard
12"
Pistol 1
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
3
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..10
Kheres-pattern assault cannon
+0..10
Kheres-pattern assault cannon
24"
Heavy 6
7
-1
1
-
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
Krakstorm grenade launcher
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
Lancer laser destroyer
Lancer laser destroyer
72"
Heavy 2
10
-3
D3+3
-
+5
Las fusil
+5
Las fusil
36"
Heavy 1
8
-3
3
-
+5..25
Las-talon
+5..25
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
+10..35
Laser destroyer
+10..35
Laser destroyer
36"
Heavy 3
10
-4
D3+3
-
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
Laser volley cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Volley fire
 - Volley fire
36"
Heavy 3
9
-3
D3+3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 3
10
-4
6
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, if the bearer did not Remain Stationary in your previous Movement phase, it suffers 1 mortal wound after shooting with this weapon.
Lion’s Wrath
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.
Lion’s Wrath
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from the hit roll.
 - Master-crafted boltgun
 - Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
 - Master-crafted plasma gun
 - Master-crafted plasma gun
24"
Rapid Fire 1
8
-4
2
-
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Macro plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
8
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
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.
+25
Magna-melta cannon
+25
Magna-melta cannon
36"
Heavy 2D3
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.
Malice
Malice
30"
Assault 3
5
-4
D3
Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
Each time an attack is made with this weapon, the target does not receive the benefit of cover to its saving throw against that attack.
Marksman bolt carbine
Marksman bolt carbine
24"
Rapid Fire 1
4
0
1
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Each time an attack is made with this weapon, an unmodified hit roll of 6 automatically wounds the target.
Master-crafted auto bolt rifle
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
+0..5
Master-crafted boltgun
+0..5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
Master-crafted heavy bolt rifle
Master-crafted heavy bolt rifle
36"
Rapid Fire 1
5
-1
2
-
Master-crafted instigator bolt carbine
Master-crafted instigator bolt carbine
30"
Assault 1
4
-2
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Master-crafted occulus bolt carbine
Master-crafted occulus bolt carbine
24"
Rapid Fire 1
4
0
2
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Each time an attack is made with this weapon, the target does not receive the benefits of cover against that attack.
Master-crafted plasma cannon
Master-crafted plasma cannon
36"
Heavy D3
8
-4
2
Blast
Blast
Master-crafted special issue bolt pistol
Master-crafted special issue bolt pistol
12"
Pistol 1
4
-2
2
-
Master-crafted stalker bolt rifle
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
Master-crafted storm bolter
Master-crafted storm bolter
24"
Rapid Fire 2
4
-1
2
-
Masterwork plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
Masterwork plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
2
-
 - Supercharge
 - Supercharge
12"
Assault 1
8
-3
3
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.
+25
Melta array
+25
Melta array
24"
Heavy 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.
Melta destroyer
Melta destroyer
24"
Heavy 3
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.
Melta rifle
Melta rifle
24"
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.
+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.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
Missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
+0..30
Multi-melta
+0..30
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.
+5..15
Neo-volkite pistol
+5..15
Neo-volkite pistol
15"
Pistol 2
5
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.
Nightwing
Nightwing
12"
Assault 3
3
0
1
-
Occulus bolt carbine
Occulus bolt carbine
24"
Rapid Fire 1
4
0
1
Each time an attack is made with this weapon the target does not receive the benefits of cover against that attack.
Each time an attack is made with this weapon the target does not receive the benefits of cover against that attack.
Omega plasma array
Before selecting targets, select one of the profiles below to make attacks with.
Omega plasma array
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 6
8
-3
2
-
 - Supercharge
 - Supercharge
36"
Heavy 6
9
-3
3
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.
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.
+0..15
Onslaught gatling cannon
+0..15
Onslaught gatling cannon
24"
Heavy 8
5
-1
1
-
Phased conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
Phased conversion beamer
Before selecting targets, select one of the profiles below to make attacks with.
 - Short range
 - Short range
0-21"
Assault 2
6
-1
1
-
 - Long range
 - Long range
21-42"
Assault 2
7
-2
2
-
+5
Plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
+5
Plasma blaster
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
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..15
Plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
+0..15
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.
Plasma charger
Before selecting targets, select one of the profiles below to make attacks with
Plasma charger
Before selecting targets, select one of the profiles below to make attacks with
 - Standard
 - Standard
12"
Pistol 3
6
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 3
7
-3
2
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.
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.
+0..15
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
+0..15
Plasma cutter
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
12"
Assault 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Assault 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.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
+15
Plasma destroyer
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D3
7
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-4
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.
Plasma eradicator
Before selecting targets, select one of the profiles below to make attacks with.
Plasma eradicator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy D6
7
-4
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-4
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.
+10
Plasma exterminator
Before selecting targets, select one of the profiles below to make attacks with.
+10
Plasma exterminator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault 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.
+5..10
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
+5..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.
Plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
Plasma incinerator
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - Supercharge
30"
Rapid Fire 1
8
-4
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.
Plasma storm battery
Before selecting targets, select one of the profiles below to make attacks with.
Plasma storm battery
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
8
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
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.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
Plasma talon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharge
 - Supercharge
18"
Assault 2
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.
Predator autocannon
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
Punisher rotary cannon
Punisher rotary cannon
36"
Heavy 18
6
-1
1
-
Purgator
Purgator
12"
Pistol 1
6
-1
2
-
+0..30
Quad heavy bolter
+0..30
Quad heavy bolter
36"
Heavy 12
5
-1
2
-
Quad lascannon
Quad lascannon
48"
Heavy 4
9
-3
D6
-
+0..35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
+0..35
Quad launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
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.
Quietus
Quietus
36"
Heavy 2
4
-2
2
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.
+5
Reaper autocannon
+5
Reaper autocannon
36"
Heavy 4
7
-2
1
-
Reductor pistol
Reductor pistol
3"
Pistol 1
4
-4
2
-
Rift cannon
Rift cannon
18"
Heavy D3
12
*
*
Blast. Each time an attack made with this weapon successfully wounds, do not make a saving throw: the target suffers 3 mortal wounds and the attack sequence ends.
Blast. Each time an attack made with this weapon successfully wounds, do not make a saving throw: the target suffers 3 mortal wounds and the attack sequence ends.
+20
ROC missile launcher
+20
ROC missile launcher
48"
Heavy 8
8
-2
2
-
Scorpius multi-launcher
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
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.
+2
Scout sniper rifle
+2
Scout sniper rifle
36"
Heavy 1
4
-1
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.
Siege melta array
Siege melta array
24"
Heavy 6
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.
Skyhammer missile launcher
Skyhammer missile launcher
60"
Heavy 3
7
-1
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Skyreaper battery
Skyreaper battery
48"
Heavy 8
7
-2
2
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Skyspear missile launcher
Skyspear missile launcher
60"
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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D6+6.
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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D6+6.
Special issue bolt carbine
Special issue bolt carbine
24"
Assault 2
4
-2
2
-
Special issue bolt pistol
Special issue bolt pistol
12"
Pistol 1
4
-2
1
-
Special issue boltgun
Special issue boltgun
30"
Rapid Fire 1
4
-2
1
-
Stalker bolt rifle
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
+3..5
Stalker-pattern boltgun
+3..5
Stalker-pattern boltgun
30"
Heavy 1
4
-2
2
Special-issue Ammunition
Special-issue Ammunition
Stasis grenade
Stasis grenade
6"
Grenade 1
-
-
-
This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, the target suffers D6 mortal wounds and the attack sequence ends.
This weapon can only be used once per battle. Each time an attack is made with this weapon, if a hit is scored, the target suffers D6 mortal wounds and the attack sequence ends.
+0..5
Storm bolter
+0..5
Storm bolter
24"
Rapid Fire 2
4
0
1
-
+10
Storm cannon
+10
Storm cannon
36"
Heavy 8
7
-1
2
-
+3
Stormfrag auto-launcher
+3
Stormfrag auto-launcher
12"
Assault D3
4
0
1
Blast
Blast
Stormfury missiles
Stormfury missiles
48"
Heavy 1
10
-3
D6
-
Stormstrike missile launcher
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
Sunwrath pistol
Sunwrath pistol
12"
Pistol 2
8
-3
2
-
Sword of Idaeus
Sword of Idaeus
Melee
Melee
+1
-3
3
-
Tarantula air defence missiles
Tarantula air defence missiles
48"
Heavy D6
7
-2
1
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, that attack has a Damage characteristic of 2.
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
-
Tempest bolter
Tempest bolter
30"
Rapid Fire 4
4
-1
1
-
Tempest salvo launcher
Before selecting targets, select one of the profiles below to make attacks with.
Tempest salvo launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
36"
Heavy 2D6
4
-1
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-3
D6
-
Terrax heavy flamer
Terrax 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.
Terrax melta cutter
Terrax melta cutter
12"
Heavy 5
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.
Terrax storm bolter
Terrax storm bolter
24"
Rapid Fire 2
4
0
1
-
The Black Spear (shooting)
The Black Spear (shooting)
12"
Assault 1
8
-3
3
-
The Deliverer
The Deliverer
12"
Pistol 1
4
-1
2
-
Thunderfire cannon
Thunderfire cannon
60"
Heavy 4D3
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.
Thunderhawk heavy cannon
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D3+2
Blast
Blast
Thundershock
Thundershock
24"
Assault D3
7
-2
1
Blast
Blast
Thunderstrike las-talon
Thunderstrike las-talon
36"
Heavy 2
9
-3
D6
-
Turbo-laser destructor
Turbo-laser destructor
96"
Heavy 3
16
-5
6
-
Twin accelerator autocannon
Twin accelerator autocannon
48"
Heavy 6
7
-1
2
-
+0..15
Twin assault cannon
+0..15
Twin assault cannon
24"
Heavy 12
6
-1
1
-
Twin auto bolt rifle
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
+0..20
Twin autocannon
+0..20
Twin autocannon
48"
Heavy 4
7
-1
2
-
Twin avenger bolt cannon
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
Twin bolt rifle
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
Twin boltgun
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
Twin Falchion volcano cannon
Twin Falchion volcano cannon
120"
Heavy 2D3
14
-5
6
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
Blast. Each time an attack is made with this weapon against a TITANIC unit, you can re-roll the wound roll.
+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 onslaught gatling cannon
Twin heavy onslaught gatling cannon
30"
Heavy 24
6
-1
1
-
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin heavy plasma cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
36"
Heavy 2D3
7
-3
2
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy 2D3
8
-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.
Twin helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
Twin helfrost cannon
Before selecting targets, select one of the profiles below to make attacks with.
 - Dispersed
 - Dispersed
36"
Heavy 2D3
6
-2
1
Blast
Blast
 - Focused
 - Focused
36"
Heavy 2
8
-4
4
-
Twin hellstrike launcher
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of D3+3.
Twin Icarus ironhail heavy stubber
Twin Icarus ironhail heavy stubber
36"
Heavy 8
4
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin Icarus rocket pod
Twin Icarus rocket pod
24"
Heavy 2D3
7
-1
2
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Blast. Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Twin ironhail autocannon
Twin ironhail autocannon
48"
Heavy 6
7
-1
2
-
Twin ironhail heavy stubber
Twin ironhail heavy stubber
36"
Heavy 8
4
-1
1
-
+0..40
Twin las-talon
+0..40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
+0..40
Twin lascannon
+0..40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin macro-accelerator cannon
Twin macro-accelerator cannon
72"
Heavy 12
8
-2
3
-
Twin magna-melta
Twin magna-melta
24"
Heavy 2D3
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.
+20
Twin multi-melta
+20
Twin multi-melta
24"
Heavy 4
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.
+22
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
+22
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Twin storm bolter
Twin storm bolter
24"
Rapid Fire 4
4
0
1
-
+5
Twin Terrax volkite charger
+5
Twin Terrax volkite charger
20"
Heavy 4
5
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.
Twin volkite caliver
Twin volkite caliver
30"
Heavy 4
5
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.
+0..5
Twin volkite culverin
+0..5
Twin volkite culverin
45"
Heavy 8
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.
+0..20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
+0..20
Typhoon missile launcher
Before selecting targets, select one of the profiles below to make attacks with.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
Venator neutron laser
Venator 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.
Vengeance launcher
Vengeance launcher
48"
Heavy 2D6
6
-1
1
Blast
Blast
Vigil spear (shooting)
Vigil spear (shooting)
24"
Rapid Fire 1
4
-1
2
Special-issue Ammunition
Special-issue Ammunition
+5
Volkite charger
+5
Volkite charger
20"
Heavy 2
5
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.
+10
Volkite falconet battery
+10
Volkite falconet battery
36"
Heavy 6
8
-2
2
Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 2 mortal wounds 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 2 mortal wounds on the target in addition to any normal damage.
Whirlwind castellan launcher
Whirlwind 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.
Whirlwind Hyperios launcher
Whirlwind Hyperios launcher
48"
Heavy 2D3
7
-2
1
Blast. This weapon can target units that are not visible to the bearer. 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
Blast. This weapon can target units that are not visible to the bearer. 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 made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 2.
+10
Whirlwind vengeance launcher
+10
Whirlwind 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.
+5
Wrist-mounted grenade launcher
+5
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
Xiphon missile battery
Xiphon missile battery
60"
Heavy 3
7
-2
3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Angel’s Teeth
Angel’s Teeth
Melee
Melee
+1
-2
2
-
Artificer crozius
Artificer crozius
Melee
Melee
+2
-2
2
-
+0..1
Astartes chainsword
+0..1
Astartes chainsword
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Auto boltstorm gauntlet (melee)
Auto boltstorm gauntlet (melee)
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.
Black Sword
Black Sword
Melee
Melee
+3
-3
2
Each time an attack made with this weapon against a CHARACTER or MONSTER unit, you can re-roll the wound roll.
Each time an attack made with this weapon against a CHARACTER or MONSTER unit, you can re-roll the wound roll.
Blade of the Scorpion
Blade of the Scorpion
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit, that attack has a Strength characteristic of x2.
Each time an attack is made with this weapon against a MONSTER or VEHICLE unit, that attack has a Strength characteristic of x2.
Blade of the Scorpion (Casan Sabius)
Blade of the Scorpion (Casan Sabius)
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
When resolving an attack made with this weapon against a VEHICLE or MONSTER unit, this weapon has a Strength characteristic of x2.
Blades of Reason
Blades of Reason
Melee
Melee
+1
0
2D3
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Blood Biter
Blood Biter
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against an INFANTRY unit, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Blood Reaver
Blood Reaver
Melee
Melee
x2
-2
3
-
+5
Blood talons
+5
Blood talons
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Boltstorm gauntlet (melee)
Boltstorm gauntlet (melee)
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.
Canis’ wolf claws
Canis’ wolf claws
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
+0..5
Chainfist
+0..5
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
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.
Champion’s blade
Champion’s blade
Melee
Melee
User
-2
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.
Cinder Edge
Cinder Edge
Melee
Melee
+1
-3
3
-
Claw of the Jackalwolf
Claw of the Jackalwolf
Melee
Melee
+1
-2
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Close combat weapon
Close combat weapon
Melee
Melee
User
0
1
-
Combat knife
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
+5
Corvus hammer
+5
Corvus hammer
Melee
Melee
+1
-1
2
-
Crozius arcanum
Crozius arcanum
Melee
Melee
+2
-1
2
-
Crushing teeth and claws
Crushing teeth and claws
Melee
Melee
+1
-2
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.
Crushing tracks
Crushing tracks
Melee
Melee
User
-2
D3
-
Dead Man’s Hand
Dead Man’s Hand
Melee
Melee
User
-3
1
-
Dreadfire claw
Dreadfire claw
Melee
Melee
x2
-4
4
-
+0..5
Dreadnought chainfist
+0..5
Dreadnought chainfist
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
+0..20
Dreadnought combat weapon
+0..20
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Duty’s Revelation
Duty’s Revelation
Melee
Melee
+1
-4
D3
-
Encarmine axe
Encarmine axe
Melee
Melee
+2
-2
2
-
Encarmine broadsword
Encarmine broadsword
Melee
Melee
+2
-4
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 the 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 the normal damage.
Encarmine sword
Encarmine sword
Melee
Melee
+1
-3
2
-
Enmity’s Edge
Enmity’s Edge
Melee
Melee
+2
-4
2
Each time an attack made with this weapon is allocated to a PSYKER model, that attack has a Damage characteristic of 4.
Each time an attack made with this weapon is allocated to a PSYKER model, that attack has a Damage characteristic of 4.
+10
Eviscerator
+10
Eviscerator
Melee
Melee
+3
-4
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.
Executioner relic blade
Executioner relic blade
Melee
Melee
+3
-3
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.
+0..10
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
+0..10
Fenrisian great axe
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Cleave
 - Cleave
Melee
Melee
+4
-3
D3+3
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon profile, subtract 1 from that attack’s hit roll.
 - Scythe
 - Scythe
Melee
Melee
User
-3
1
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.
Fist of Dorn
Fist of Dorn
Melee
Melee
+6
-3
3
-
Flail of the Unforgiven
Flail of the Unforgiven
Melee
Melee
+2
-3
2
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Each time an attack is made with this weapon, excess damage it inflicts is not lost. Instead, keep allocating excess damage to another model in the target unit until either all the excess damage has been allocated or the target unit is destroyed.
Flamestorm gauntlet (melee)
Flamestorm gauntlet (melee)
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.
Flurry of teeth and claws
Flurry of teeth and claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 6 additional attacks with this weapon.
Each time the bearer fights, it makes 6 additional attacks with this weapon.
Foe Ripper
Foe Ripper
Melee
Melee
x2
-4
3
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.
Foehammer (melee)
Foehammer (melee)
Melee
Melee
x2
-3
3
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Each time an attack made with this weapon is allocated to a CHARACTER or MONSTER model, add 1 to the Damage characteristic of that attack.
Force axe
Force axe
Melee
Melee
+2
-2
D3
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force sword
Force sword
Melee
Melee
+1
-3
D3
-
Frostfang
Frostfang
Melee
Melee
+2
-4
2
-
Furioso fist
Furioso fist
Melee
Melee
x2
-3
3
-
Furioso force halberd
Furioso force halberd
Melee
Melee
+2
-3
D3+3
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Gauntlets of Ultramar (melee)
Gauntlets of Ultramar (melee)
Melee
Melee
x2
-3
D3
-
Glacius
Glacius
Melee
Melee
+2
-2
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.
Glaive of Lamentation
Glaive of Lamentation
Melee
Melee
+3
-4
3
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.
God-splitter
Before selecting targets, select one of the profiles below to make attacks with.
God-splitter
Before selecting targets, select one of the profiles below to make attacks with.
 - Mighty Strikes
 - Mighty Strikes
Melee
Melee
x2
-3
3
Each time an attack is made with this profile, subtract 1 from that attack’s hit roll. 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 profile, subtract 1 from that attack’s hit roll. 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.
 - Sweeping Blows
 - Sweeping Blows
Melee
Melee
+2
-1
1
If this profile is selected, make 3 additional attacks with this weapon.
If this profile is selected, make 3 additional attacks with this weapon.
+8
Great frost axe
+8
Great frost axe
Melee
Melee
+3
-3
2
-
Great wolf claw
Great wolf claw
Melee
Melee
+4
-2
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Halberd of Caliban
Halberd of Caliban
Melee
Melee
+3
-3
2
Each time the bearer fights, if it is within Engagement Range of an enemy unit that contains 10 or more models, it can make 3 additional attacks with this weapon that must target a unit that contains 10 or more models.
Each time the bearer fights, if it is within Engagement Range of an enemy unit that contains 10 or more models, it can make 3 additional attacks with this weapon that must target a unit that contains 10 or more models.
Hand of Defiance
Hand of Defiance
Melee
Melee
x3
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
Hand of Dominion (melee)
Hand of Dominion (melee)
Melee
Melee
x2
-3
4
-
Harrowhand
Harrowhand
Melee
Melee
+3
-2
2
-
Heaven’s Teeth
Heaven’s Teeth
Melee
Melee
+1
-2
1
-
+15
Heavy thunder hammer
+15
Heavy thunder hammer
Melee
Melee
x2
-3
4
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.
Hellslayer
Hellslayer
Melee
Melee
x2
-3
D3
Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a PSYKER or DAEMON model, that attack has a Damage characteristic of 3.
Hunger and Slake
Hunger and Slake
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Invictor fist
Invictor fist
Melee
Melee
x2
-3
3
-
Ironclad combat weapon
Ironclad combat weapon
Melee
Melee
x2
-3
3
-
Khan’s spear
Khan’s spear
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon in a turn in which the bearer made a charge move or performed a Heroic Intervention, this weapon has a Strength characteristic of x2 for that attack.
When resolving an attack made with this weapon in a turn in which the bearer made a charge move or performed a Heroic Intervention, this weapon has a Strength characteristic of x2 for that attack.
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
2D3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of 6.
Lifetaker
Lifetaker
Melee
Melee
+2
-3
2
Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a CHARACTER model, that attack has a Damage characteristic of 3.
+0..5
Lightning claw
+0..5
Lightning claw
Melee
Melee
User
-2
1
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
+0..10
Mace of absolution
+0..10
Mace of absolution
Melee
Melee
x2
-2
3
-
Malleus Noctum
Malleus Noctum
Melee
Melee
x2
-3
4
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
+0..5
Master-crafted power axe
+0..5
Master-crafted power axe
Melee
Melee
+2
-2
2
-
+0..5
Master-crafted power sword
+0..5
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Mechadendrite
Mechadendrite
Melee
Melee
+1
0
1
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.
Medusan Hammer
Medusan Hammer
Melee
Melee
x2
-2
3
-
Moonfang
Moonfang
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
When resolving an attack made with this weapon against a CHARACTER unit, this weapon has a Strength characteristic of x2 for that attack.
Moonfang
Moonfang
Melee
Melee
+2
-3
D3
When resolving an attack made with this weapon against a CHARACTER unit, you can re-roll the wound roll and you can re-roll the damage roll.
When resolving an attack made with this weapon against a CHARACTER unit, you can re-roll the wound roll and you can re-roll the damage roll.
Omnissian power axe
Omnissian power axe
Melee
Melee
+2
-2
2
-
Paired combat blades
Paired combat blades
Melee
Melee
User
-1
1
-
+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.
+0..4
Power lance
+0..4
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
-
Raptorclaw
Raptorclaw
Melee
Melee
+1
-3
2
-
Raven Sword
Raven Sword
Melee
Melee
+2
-4
2
Each time an attack is made with this weapon, if the bearer made a charge move this turn, that attack has a Strength characteristic of x2.
Each time an attack is made with this weapon, if the bearer made a charge move this turn, that attack has a Strength characteristic of x2.
Raven’s Talons
Raven’s Talons
Melee
Melee
User
-3
2
When resolving an attack made with this weapon, you can re-roll the wound roll.
When resolving an attack made with this weapon, you can re-roll the wound roll.
Raven’s Talons
Raven’s Talons
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, you can re-roll the wound roll.
When resolving an attack made with this weapon, you can re-roll the wound roll.
Redemptor fist
Redemptor fist
Melee
Melee
x2
-3
D3+3
-
+0..10
Relic blade
+0..10
Relic blade
Melee
Melee
+3
-3
2
-
Rod of Tigurius
Rod of Tigurius
Melee
Melee
+3
-1
D3
-
Seismic hammer
Seismic hammer
Melee
Melee
x2
-4
5
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.
Servo-arm
Servo-arm
Melee
Melee
x2
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Each time the bearer fights, no more than one attack can be made with each servo-arm.
Siege drills
Siege drills
Melee
Melee
x2
-4
3
-
Spear of Vulkan
Spear of Vulkan
Melee
Melee
+2
-2
D3
-
Staff of the Stormcaller
Staff of the Stormcaller
Melee
Melee
+3
-2
D3
-
Steelsliver
Steelsliver
Melee
Melee
User
0
1
Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
Each time the bearer is selected to fight, it makes a number of additional attacks with this weapon equal to the number of enemy models within Engagement Range of it.
Stonefist
Stonefist
Melee
Melee
x2
-3
3
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.
Sword Excellus
Sword Excellus
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Sword of Secrets
Sword of Secrets
Melee
Melee
+2
-4
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 the 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 the normal damage.
Sword of Silence
Sword of Silence
Melee
Melee
+2
-4
3
Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit that is not a VEHICLE, an unmodified wound roll of 2+ is always successful.
Sword of the High Marshals
Sword of the High Marshals
Melee
Melee
+2
-3
2
Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, it makes D3 additional attacks with this weapon.
Each time the bearer fights, if it made a charge move or performed a Heroic Intervention this turn, it makes D3 additional attacks with this weapon.
Teeth and claws
Teeth and claws
Melee
Melee
User
-1
1
-
+20
Tempest hammer
+20
Tempest hammer
Melee
Melee
x2
-3
3
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.
Termite drill
Termite drill
Melee
Melee
x2
-4
D3+3
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
Each time an attack made with this weapon is allocated to a VEHICLE model, that attack has a Damage characteristic of D3+6.
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
The Axe Morkai
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - One-handed
 - One-handed
Melee
Melee
+2
-3
1
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.
 - Two-handed
 - Two-handed
Melee
Melee
x2
-3
3
-
The Axe Mortalis
The Axe Mortalis
Melee
Melee
+3
-3
2
-
The Black Spear (melee)
The Black Spear (melee)
Melee
Melee
+2
-3
3
-
The Blood Crozius
The Blood Crozius
Melee
Melee
+2
-2
2
-
The Crozius Arkanos
The Crozius Arkanos
Melee
Melee
+2
-1
2
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be taken against that attack.
The Emperor’s Sword
The Emperor’s Sword
Melee
Melee
+2
-4
3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
The Executioner’s Axe
The Executioner’s Axe
Melee
Melee
+2
-3
3
-
The Ghost Razors
The Ghost Razors
Melee
Melee
+1
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
The Indynabula Array
The Indynabula Array
Melee
Melee
+1
-1
1
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.
The Magister’s Axe
The Magister’s Axe
Melee
Melee
+2
-2
3
Each time an attack is made with this weapon against a PSYKER unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against a PSYKER unit, if the saving throw is failed, the target suffers 1 mortal wound in addition to any normal damage.
The Murderclaws
The Murderclaws
Melee
Melee
x2
-3
3
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
The Rod of Tigurius
The Rod of Tigurius
Melee
Melee
+3
-3
D3
-
The Talassarian Tempest Blade
The Talassarian Tempest Blade
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target and the attack sequence ends.
The Tarsus Scorpii
The Tarsus Scorpii
Melee
Melee
x2
-3
4
-
+10..20
Thunder hammer
+10..20
Thunder hammer
Melee
Melee
x2
-2
3
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.
Traitor’s Bane
Traitor’s Bane
Melee
Melee
+2
-3
D3
Each time an attack made with this weapon is allocated to a FALLEN or HERETIC ASTARTES unit, that attack has a Damage characteristic of 3.
Each time an attack made with this weapon is allocated to a FALLEN or HERETIC ASTARTES unit, that attack has a Damage characteristic of 3.
Trueclaw
Trueclaw
Melee
Melee
+5
-4
D6
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Vigil spear (melee)
Vigil spear (melee)
Melee
Melee
+1
-3
D3
-
Vitarus
Vitarus
Melee
Melee
x2
-3
D3
-
Voidshard
Voidshard
Melee
Melee
+1
-3
1
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to any normal damage.
Wulfen claws
Wulfen claws
Melee
Melee
User
-1
1
-
+5
Wulfen frost claws
+5
Wulfen frost claws
Melee
Melee
+1
-2
1
Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time the bearer fights, it can make 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
Wyrmclaw
Wyrmclaw
Melee
Melee
+3
-2
2
-
+10
Xenophase blade
+10
Xenophase blade
Melee
Melee
+1
-4
1
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
+5
Armorium cherub
Once per battle, in your Shooting phase, after this unit has shot, one model in this unit can immediately shoot with one of its ranged weapons again.

Designer’s Note: We recommend placing an Armorium Cherub model next to the unit as a reminder, removing it once this ability has been used (an Armorium Cherub does not count as a model for any rules purposes).
+5
Auspex Array
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+5
Auspex Array
Each time the bearer makes a ranged attack, the target does not receive the benefits of cover against that attack.
+0..5
Auto launchers
The bearer has the SMOKESCREEN keyword.
+0..5
Auto launchers
The bearer has the SMOKESCREEN keyword.
Benediction of Fury
Benediction of Fury
Melee
Melee
+2
-2
3
-
+5..15
Blizzard shield
The bearer has a 4+ invulnerable save.
+5..15
Blizzard shield
The bearer has a 4+ invulnerable save.
Centurion assault launcher
While the bearer is on the battlefield, its unit has the ASSAULT LAUNCHERS keyword.
Centurion assault launcher
While the bearer is on the battlefield, its unit has the ASSAULT LAUNCHERS keyword.
Communication relay
In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
Communication relay
In your Command phase, if your WARLORD is embarked within the bearer, you gain 1CP.
+0..5
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
+0..5
Deathwatch teleport homer
Once per battle, at the start of your Movement phase, if this unit contains a TERMINATOR model, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability.

Designer’s Note: We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes).
+15
Explorator Augury Web
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 INFANTRY models instead of 10.
+15
Explorator Augury Web
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of the bearer. The bearer has a transport capacity of 6 INFANTRY models instead of 10.
+0..2
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+0..2
Grapnel launcher
The bearer has the Outflank ability. When the bearer’s unit makes a Normal Move Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+10
Haywire Mine
Once per battle, when an enemy unit finishes a charge move within Engagement Range of the bearer’s unit, the bearer can use its Haywire mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds (if it has the VEHICLE keyword, it suffers 3 mortal wounds instead).

Designer’s Note: We recommend placing a Haywire Mine model next to the bearer as a reminder, removing it once this ability has been used (a Haywire Mine does not count as a model for any rules purposes).
+10
Haywire Mine
Once per battle, when an enemy unit finishes a charge move within Engagement Range of the bearer’s unit, the bearer can use its Haywire mine. If it does, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds (if it has the VEHICLE keyword, it suffers 3 mortal wounds instead).

Designer’s Note: We recommend placing a Haywire Mine model next to the bearer as a reminder, removing it once this ability has been used (a Haywire Mine does not count as a model for any rules purposes).
+15
Heavy Armour
The bearer has a 5+ invulnerable save.
+15
Heavy Armour
The bearer has a 5+ invulnerable save.
+10
Helix gauntlet
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+10
Helix gauntlet
Once per turn, the first time a saving throw is failed for the bearer’s unit, the Damage characteristic of that attack is changed to 0.
+0..10
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+0..10
Infernum halo-launcher
Each time a ranged attack made by an AIRCRAFT model is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+5
Infiltrator comms array
The bearer’s unit is always considered to be within range ofthe following aura abilities of any friendly PHOBOS units that are on the battlefield: Rites of Battle; Tactical Precision.
+5
Infiltrator comms array
The bearer’s unit is always considered to be within range ofthe following aura abilities of any friendly PHOBOS units that are on the battlefield: Rites of Battle; Tactical Precision.
+5
Ironclad assault launchers
The bearer has the ASSAULT LAUNCHERS keyword.
+5
Ironclad assault launchers
The bearer has the ASSAULT LAUNCHERS keyword.
+2..30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+2..30
Jump pack
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords.
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
+5
Magna-grapple
Each time an enemy VEHICLE unit (excluding AIRCRAFT) is selected to Fall Back whilst it is within Engagement Range of the bearer, you can engage the bearer’s magna-grapple. If you do, roll 2D6. If the result is less than the Strength characteristic of that enemy unit, it can Fall Back normally; otherwise it cannot Fall Back this phase and must Remain Stationary instead.
+15..20
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
+15..20
Orbital comms array
In your Command phase, one model from your army with an orbital comms array that has not been used this battle can use it to call in an orbital barrage. If it does, select one point on the battlefield and roll one D6 for each unit within D6" of that point, subtracting 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, that unit suffers D3 mortal wounds.
+2
Reiver grav-chute
The bearer has the Death From Above ability.
+2
Reiver grav-chute
The bearer has the Death From Above ability.
+0..10
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
+0..10
Relic shield
Add 1 to armour saving throws made for the bearer. In addition, each time the bearer would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.
+15
Shield dome
The bearer has a 5+ invulnerable save.
+15
Shield dome
The bearer has a 5+ invulnerable save.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
Smoke launchers
The bearer has the SMOKESCREEN keyword.
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
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
+5
Teleport homer
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" from any enemy models, or anywhere within 3" of a friendly model and more than 9" from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Teleport Homer ability.

Designer’s Notes: We recommend placing a Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Teleport Homer does not count as a model for any rules purposes).
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
Thunderhawk cluster bombs
Once per battle, after the bearer has moved, you can select one unit the bearer moved across. Roll six D6s for each VEHICLE or MONSTER model in that unit and roll one D6 for each other model in that unit (to a maximum of eighteen D6s): for each 4+, that unit suffers 1 mortal wound.
+10
Vindicator siege shield
Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+10
Vindicator siege shield
Each time a ranged attack is allocated to the bearer, add 1 to any armour saving throw made against that attack.
+0..5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+0..5
Watcher in the Dark
Once per battle, this unit can attempt to Deny the Witch as if it were a PSYKER. If the model attempting to manifest the psychic power is a CHAOS PSYKER, you can re-roll that Deny the Witch test.

Designer’s Note: We recommend placing a Watcher in the Dark model next to the unit as a reminder, removing it once this ability has been used (a Watcher in the Dark does not count as a model for any rules purposes).
+5
Wolf standard
Each time an Advance roll or charge roll is made for the bearer’s unit, you can re-roll any dice rolls of 1.
+5
Wolf standard
Each time an Advance roll or charge roll is made for the bearer’s unit, you can re-roll any dice rolls of 1.

Absolvor bolt pistol used in the following datasheets:

Elites
HQ

Accelerator autocannon used in the 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.

Aiolos missile launcher used in the 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.

Angelus boltgun used in the following datasheets:

Elites

Anvillus autocannon battery used in the 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.

Arachnus heavy lascannon battery used in the 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.

Arcus multi-launcher used in the 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.

Artificer flamer used in the following datasheets:

HQ

Artisan plasma pistol used in the following datasheets:

HQ

Assault bolter used in the following datasheets:

Fast Attack
INFANTRY/other model

Assault cannon used in the 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.

Assault plasma incinerator used in the following datasheets:

Heavy Support

Astartes grenade launcher used in the following datasheets:

Troops
Fast Attack
Elites
HQ

Astartes shotgun used in the following datasheets:

Fast Attack
Elites
Troops

Astraeus las-ripper used in the 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.

Auto bolt rifle used in the following datasheets:

Troops
Elites

Auto boltstorm gauntlet (shooting) used in the following datasheets:

Elites

Avenger mega bolter used in the 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.

Baal flamestorm cannon used in the 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.

Bellicatus missile array used in the 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.
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.

Blackout used in the following datasheets:

HQ

Blackstar rocket launcher used in the 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.

Blacksword missile launcher used in the 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.

Blood Song used in the following datasheets:

HQ
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.

Bloodfire used in the following datasheets:

HQ

Bolt carbine used in the following datasheets:

Elites

Bolt pistol used in the following datasheets:

Elites
Fast Attack
HQ
Heavy Support
Troops

and others...

– may take Bolt pistol as an option.

Bolt rifle used in the following datasheets:

Troops
Elites
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.

Bolt sniper rifle used in the 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
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.

Boltgun used in the following datasheets:


– may take Boltgun as an option.
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.

Boltstorm gauntlet (shooting) used in the following datasheets:

HQ

Boreas air defence missiles used in the 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.

Burning Wrath used in the following datasheets:

HQ

Castellum air defence missiles used in the 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.

Castellum battle cannon used in the 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.

Castellum Icarus quad lascannon used in the 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.

Catechist used in the following datasheets:

HQ

Centurion missile launcher used in the following datasheets:

Heavy Support

Cerberus launcher used in the 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.

Cerberus neutron pulse array used in the 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.

Combi-bolter used in the following datasheets:

HQ
Elites
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.

Combi-flamer used in the following datasheets:


– may take Combi-flamer as an option.
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.

Combi-grav used in the following datasheets:


– may take Combi-grav as an option.
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.

Combi-melta used in the following datasheets:


– may take Combi-melta as an option.
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.

Combi-plasma used in the following datasheets:


– may take Combi-plasma as an option.
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.
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.

Contemptor plasma blaster used in the following datasheets:

Elites

Conversion beam cannon used in the following datasheets:

Elites
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.
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.

Conversion beamer used in the following datasheets:

HQ
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.

Cyclone missile launcher used in the following datasheets:

Elites
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.

Cyclonic melta lance used in the 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.

Deathstorm cannon array used in the 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.

Deathstorm missile array used in the 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.

Deathwatch bolt pistol used in the following datasheets:

HQ

Deathwatch boltgun used in the following datasheets:

Troops
Fast Attack

– may take Deathwatch boltgun as an option.
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.

Deathwatch combi-flamer used in the following datasheets:

Troops
Fast Attack

– may take Deathwatch combi-flamer as an option.
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.

Deathwatch combi-grav used in the following datasheets:

Troops
Fast Attack

– may take Deathwatch combi-grav as an option.
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.

Deathwatch combi-melta used in the following datasheets:

Troops
Fast Attack

– may take Deathwatch combi-melta as an option.
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.

Deathwatch combi-plasma used in the following datasheets:

Troops
Fast Attack

– may take Deathwatch combi-plasma as an option.
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.
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.

Deathwatch frag cannon used in the following datasheets:

Troops

Deathwatch heavy flamer used in the following datasheets:

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.
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.

Deathwatch shotgun used in the following datasheets:

Troops
Fast Attack

Deathwatch twin boltgun used in the following datasheets:

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.

Deathwind launcher used in the 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.

Demolisher cannon used in the following datasheets:

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.

Disintegration combi-gun used in the following datasheets:

Elites
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.

Disintegration pistol used in the following datasheets:

Elites

Dorn’s Arrow used in the following datasheets:

HQ

Drakkis used in the following datasheets:

HQ

Dreadfire heavy flamer used in the following datasheets:

HQ
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.

Dreadhammer siege cannon used in the 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.

Dreadnought inferno cannon used in the following datasheets:

HQ
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.

Excelsior combi-plasma used in the following datasheets:

HQ
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.
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.

Executor bolt rifle used in the following datasheets:

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.

Executor heavy bolter used in the following datasheets:

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.

Fellblade accelerator cannon used in the 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.

Firefury missile battery used in the 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.

Flamer used in the following datasheets:


– may take Flamer as an option.

Flamestorm cannon used in the 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.

Flamestorm gauntlet (shooting) used in the following datasheets:

Elites

Foehammer (shooting) used in the following datasheets:

HQ

Forge bolter used in the following datasheets:

HQ
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 grenades used in the following datasheets:

Elites
Troops
Fast Attack
HQ

and others...
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.

Fragstorm grenade launcher used in the following datasheets:

Elites
Invictor Tactical Warsuit
Redemptor Dreadnought
Heavy Support
Dedicated Transport
Fast Attack

Gauntlet of the Forge used in the following datasheets:

HQ

Gauntlets of Ultramar (shooting) used in the following datasheets:

HQ
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.

Gorgon’s Wrath used in the following datasheets:

HQ
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.

Grav-cannon used in the following datasheets:

Heavy Support
Elites
Troops

– may take Grav-cannon as an option.
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

Grav-cannon and grav-amp used in the following datasheets:

HQ
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.

Grav-flux bombard used in the 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.

Grav-gun used in the following datasheets:

Fast Attack
Elites
Troops
Heavy Support
HQ

– may take Grav-gun as an option.
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.

Grav-pistol used in the following datasheets: