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 X only triggers when an attack using that weapon succeeds with Panic. After resolving the attack, the attacking model suffers X Direct Damage. A Critical Hit does not trigger Hazardous.
If Hazardous is granted only by an optional profile, mode or rule, it applies only when that option is actually used.
04
Inflict
When an attack with Inflict succeeds with Focus, apply the listed effect. A Critical Hit also triggers Inflict because a Critical Hit triggers Focus effects.
05
Precision
When making an attack with Precision against a multi-model unit, you may choose which model suffers the Damage instead of the defending player. The attacking model must have direct Line of Sight to the specific model chosen. Precision may be used to target a Leader or Support model directly.
06
Psychic
When an attack with the Psychic property scores a Critical Hit, the target becomes Dazed.
07
Heavy
A weapon with Heavy cannot be used if its unit has moved more than half its Move during the current activation. Count the unit’s total movement during that activation, regardless of what caused that movement.
08
Rapid Fire
When a weapon with Rapid Fire attacks a target within half of that weapon’s maximum Range, make one additional attack with that weapon.
09
Twin-linked
When making an attack with a Twin-linked weapon, you may choose up to two eligible targets instead of one. Make one Attack Roll and compare that result against each target’s DC separately.
Each target whose DC is met or exceeded is hit. Roll and resolve the weapon’s full Damage separately against each successful target.
10
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.
11
Blind Fire
A weapon with Blind Fire may target an enemy the attacking model cannot see. If the weapon or rule grants Hazardous X specifically when Blind Fire is used, that Hazardous value applies only to attacks made using Blind Fire. Firing the same weapon at a visible target does not trigger that Blind Fire Hazardous value.
12
Split Fire
When attacking with a weapon with Split Fire, choose two different eligible enemy targets and make a separate Attack Roll against each. For each successful attack, roll the weapon’s Damage normally, then halve that Damage total, rounding up, before resolving it against that target.
If only one Attack Roll succeeds, only that target suffers the halved Damage.
13
Pistol
This weapon may be used while its bearer is engaged.
14
Accurate
Attacks with this weapon have Advantage.
15
Blast
When the original attack deals Damage, each other enemy unit within 6" of the attacked model rolls 2d12 against its own DC. On a success, that unit avoids the Blast. On a failure, it suffers half the Damage dealt by the original attack, rounding up.
16
Flamer Weapons
Flamer is a weapon classification, not a Weapon Feature, and has no universal rules by itself. Flamer weapons commonly use Inflict: Burning, but a weapon only inflicts Burning if its own profile or another rule says that it does.
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