The Confluence
CHAPTER 10

Weapon Rules

Universal rules found on weapon profiles.

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01

Overwhelm

This weapon ignores Light Cover.
02

Proximity X

When this weapon attacks a target within half its maximum Range, add X matching Damage Dice to that model’s Damage roll.
03

Hazardous X

Hazardous only triggers on an attack made with a weapon that has Hazardous X. If the Panic Die is higher than the Focus Die, the attacking unit suffers X Direct Damage after the attack resolves. Panic being higher than Focus has no additional effect on a non-Hazardous attack. A matching Focus and Panic result is a Critical Hit and does not also trigger Hazardous.
03A

Inflict

When the Focus Die is higher than the Panic Die, trigger the weapon’s Inflict effect, if it has one. Inflict is determined by the Skill Dice relationship and does not depend on whether the attack total hits unless the effect itself says otherwise.
04

Precision

When making an attack with Precision against a unit with an attached Leader, you may target the Leader directly instead of targeting the unit. Damage from that attack is resolved against the Leader.
05

Psychic

When an attack with the Psychic property scores a Critical Hit, the target becomes Dazed.
06

Heavy

A weapon with Heavy cannot be used during an activation in which its unit has moved.
07

Rapid Fire

When a weapon with Rapid Fire scores a Critical Hit, make one additional attack with that weapon against the same target. The additional attack cannot trigger Rapid Fire again.
08

Twin-linked

After rolling Damage for a Twin-linked weapon, you may reroll one Damage Die. The second result must be used.
09

Extra Attack

After this unit resolves its normal melee attack, it may also make an attack with each weapon it has with Extra Attack. An Extra Attack weapon does not replace the normal melee attack; it is made in addition to it.
10

Blind Fire

A weapon with Blind Fire may be fired normally at a visible target, in which case Blind Fire does not make the attack Hazardous. Alternatively, choose to Blind Fire to target an enemy unit the attacking unit cannot see. When you choose to Blind Fire, the attack gains Hazardous based on the weapon’s listed maximum Range: up to 24″ — Hazardous 1; 25–36″ — Hazardous 2; 37″ or more — Hazardous 3.
11

Split Fire

When attacking with this weapon, you may target up to two different enemy units. Make a separate attack against each target, using the weapon's listed Damage on a hit.
12

Pistol

This weapon may be used while its bearer is engaged.
13

Torrent

Attacks with this weapon have Advantage.
14

Blast

Enemies within 6″ of the attacked model suffer half the Damage dealt, rounded up.
15

Flamers

Flamer and flamer-equivalent weapons should have Inflicts: Burning. When the Focus Die is higher than the Panic Die, the weapon triggers its Inflict effect and inflicts Burning unless a specific rule states otherwise.

Multi-model Attacks

When a unit attacks, every surviving model in that unit attacks once. Each model resolves a separate attack with one eligible weapon unless a rule explicitly grants additional attacks or allows multiple weapons.
Identical weapon profiles may be batch-rolled for convenience. Keep each model’s Focus and Panic dice paired as its own Attack Roll, and resolve each successful attack’s Damage separately.
Example
Three surviving models equipped with Warpflamers are shown as Warpflamer ×3. Roll three separate Warpflamer attacks. Those are the attacks of those three models; then resolve the remaining models’ attacks.
The × value tracks how many models are attacking with that weapon. It never combines their Damage into one attack unless a rule explicitly says the attack is unit-level or collective.