Books

BookKindEditionVersionLast update
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9Indomitus 1.2July 2022
  Power Rating Update 2022
  Power Rating Update 2022Rulebook9March 2022
  Warhammer Legends: Forge World
  Warhammer Legends: Forge WorldIndex91.0December 2020
  Warhammer Quest: Blackstone Fortress – Ascension
  Warhammer Quest: Blackstone Fortress – AscensionBoxset9August 2020
  Warhammer Quest: Blackstone Fortress – Deadly Alliance
  Warhammer Quest: Blackstone Fortress – Deadly AllianceBoxset8March 2020
  Warhammer Quest: Blackstone Fortress – The Dreaded Ambull
  Warhammer Quest: Blackstone Fortress – The Dreaded AmbullBoxset8February 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Aquila macro-cannon
When you choose this weapon to shoot with, select one of the profiles below.
Aquila macro-cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Macro shell
 - Macro shell
72"
Heavy D6
14
-3
D6
Blast. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
Blast. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
 - Quake shell
 - Quake shell
180"
Heavy 2D6
9
-2
D3
Blast
Blast
Atomic disassembler
Atomic disassembler
18"
Pistol 1
8
-3
D6
When resolving an attack made with this weapon the target does not receive the benefit of cover to its saving throw.
When resolving an attack made with this weapon the target does not receive the benefit of cover to its saving throw.
+0..20
Battle cannon
+0..20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
Destroyer pulse
Destroyer pulse
18"
Pistol 1
9
-3
4
-
Drone pulse
Drone pulse
18"
Pistol 1
3
0
1
-
Guardian salvo launchers
Guardian salvo launchers
24"
Heavy D6
5
-3
1
-
+0..15
Heavy bolter
+0..15
Heavy bolter
36"
Heavy 3
5
-1
2
-
+0..20
Icarus lascannon
+0..20
Icarus lascannon
96"
Heavy 1
9
-3
D6
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.
+25
Multi-melta
+25
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Plasma obliterator
Plasma obliterator
72"
Heavy 2D6
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
+20
Primaris air defence missiles
+20
Primaris air defence missiles
48"
Heavy D3
8
-2
D3
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris castellan launcher
+30
Primaris castellan launcher
72"
Heavy 2D6
6
0
1
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
+25
Primaris Icarus lascannon
+25
Primaris Icarus lascannon
96"
Heavy 1
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+100
Primaris Icarus quad lascannon
+100
Primaris Icarus quad lascannon
96"
Heavy 4
9
-3
D6
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
+30
Primaris quad gun
+30
Primaris quad gun
48"
Heavy 8
7
-1
1
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Each time an attack is made with this weapon against an AIRCRAFT unit, add 2 to that attack’s hit roll.
Primaris Redoubt turbo-laser destructor
Primaris Redoubt turbo-laser destructor
96"
Heavy 2D3
16
-3
2D6
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
Blast. Each time an attack is made with this weapon, on an unmodified wound roll of 6, the target suffers D3 mortal wounds in addition to the normal damage.
+40
Primaris vengeance launcher
+40
Primaris vengeance launcher
72"
Heavy 2D3
7
-1
2
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer.
+15
Punisher gatling cannon
+15
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
+0..30
Quad gun
+0..30
Quad gun
48"
Heavy 8
7
-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.
+60
Quad Icarus lascannon
+60
Quad Icarus lascannon
96"
Heavy 4
9
-3
D6
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Redemption lascannons
Redemption lascannons
96"
Heavy 2
9
-3
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 is made with this weapon against an AIRCRAFT unit, add 1 to that attack’s hit roll.
Redemption missile silo
Before selecting targets, select one of the profiles below to make attacks with. Units that are wholly within 12" of the firing model are not eligible targets for this weapon.
Redemption missile silo
Before selecting targets, select one of the profiles below to make attacks with. Units that are wholly within 12" of the firing model are not eligible targets for this weapon.
 - Fragstorm missile
 - Fragstorm missile
96"
Heavy 2D6
4
-1
1
Blast
Blast
 - Krakstorm missile
 - Krakstorm missile
96"
Heavy D6
8
-3
3
Blast
Blast
+30
Twin heavy bolter
+30
Twin heavy bolter
36"
Heavy 6
5
-1
2
-
+30
Twin heavy flamer
+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.
+40
Twin lascannon
+40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
Twin long-barrelled autocannon
Twin long-barrelled autocannon
72"
Heavy 4
7
-1
2
-
Vortex missile battery
Vortex missile battery
180"
Heavy D6
-
-
-
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. When resolving an attack made with this weapon, if a hit is scored the target suffers D6 mortal wounds. If a model in the target unit loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.
Indirect Fire. Blast. This weapon can target units that are not visible to the bearer, even when firing in accordance with the Automated Weapons ability. When resolving an attack made with this weapon, if a hit is scored the target suffers D6 mortal wounds. If a model in the target unit loses any wounds as a result of those mortal wounds but is not destroyed, roll another D6; on a 6 that model suffers a further D6 mortal wounds.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Enormous claws
Enormous claws
Melee
Melee
User
-3
D3
-
Eradicator glove
Eradicator glove
Melee
Melee
x2
-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.
Manipulator limbs
Manipulator limbs
Melee
Melee
User
-2
2
-
Vicious jaws
Vicious jaws
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Comms antenna
In your Command phase, if one or more CHARACTER units are embarked within this Building model, roll one D6: on a 5+, you gain one Command point.
+5
Comms antenna
In your Command phase, if one or more CHARACTER units are embarked within this Building model, roll one D6: on a 5+, you gain one Command point.
Roof hatch
Each time this model is selected to shoot, up to 15 embarked models can be selected to shoot using its Fire Points ability, instead of 10.
Roof hatch
Each time this model is selected to shoot, up to 15 embarked models can be selected to shoot using its Fire Points ability, instead of 10.

Aquila macro-cannon used in the following datasheets:

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

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

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

Atomic disassembler used in the following datasheets:

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. 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).
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

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

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

Battle cannon used in the following datasheets:

Destroyer pulse used in the following datasheets:

Drone pulse used in the following datasheets:

Guardian salvo launchers used in the following datasheets:

Icarus lascannon used in the following datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

Multi-melta used in the following datasheets:

Fortifications

Plasma obliterator used in the following datasheets:

Fortifications
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Primaris air defence missiles used in the following datasheets:

Fortifications

Primaris castellan launcher used in the following datasheets:

Fortifications
Indirect Fire Weapons
An Indirect Fire weapon is one that can target units that are not visible to the bearer (e.g. mortars, smart-missile systems, impaler cannons, etc.). If such a weapon targets a unit that is not visible (i.e. no models in a target unit are visible to the firing unit when you selected it as a target), then each time an attack is made with that weapon against that target this phase, worsen the Ballistic Skill characteristic of that attack by 1 and add 1 to any armour saving throws made against that attack.

Primaris Icarus lascannon used in the following datasheets:

Fortifications

Primaris Icarus quad lascannon used in the following datasheets:

Fortifications

Primaris quad gun used in the following datasheets:

Fortifications

Primaris Redoubt turbo-laser destructor used in the following datasheets:

Fortifications
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

Primaris vengeance launcher used in the following datasheets:

Fortifications

Punisher gatling cannon used in the following datasheets:

Quad gun used in the following datasheets:

Quad Icarus lascannon used in the following datasheets:

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

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Redemption lascannons used in the following datasheets:

Redemption missile silo used in the following datasheets:

Twin heavy bolter used in the following datasheets:

Twin heavy flamer used in the following datasheets:

Fortifications

Twin lascannon used in the following datasheets:

Twin long-barrelled autocannon used in the following datasheets:

Vortex missile battery used in the following datasheets:

Enormous claws used in the following datasheets:

Elites
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Eradicator glove used in the following datasheets:

Manipulator limbs used in the following datasheets:

Vicious jaws used in the following datasheets:

Comms antenna used in the following datasheets:

Fortifications
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.

Roof hatch used in the following datasheets:

Fortifications

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