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  • 16.0 - Weapon Special Rules

16.0 - Weapon Special Rules

Table of Contents
Core Rules, p. 43

A number of Special rules which give certain weapons effects and referenced under weapons wargear entry in their appropriate codex section are shared across the course of the game system. For quick reference, the most common Weapon Special rules are listed here.

  • Ammo
  • Arcing
  • Bane
  • Barrage
  • Blast
  • Blind
  • Bombing Run
  • Combi
  • Concussive
  • Crushing
  • Cumbersome
  • Deflagrate
  • Force
  • Gets Hot!
  • Haywire
  • Ignores Cover
  • Indirect Fire
  • Lance
  • Linked
  • Macro
  • Master-Crafted
  • Melta
  • Murderous Strike
  • Ordnance
  • Parry
  • Piercing
  • Pinning
  • Poison
  • Precision Hits
  • Psychic Weapon
  • Reach
  • Rending
  • Shred
  • Skyfire
  • Specialist Weapon
  • Spray
  • Sunder
  • Sweeping
  • Swift Strike
  • Two-Handed
  • Unwieldy
  • Variable
Cross-Reference Links

Abilities and Traits:

  • Ammo
  • Arcing
  • Bane
  • Barrage
  • Blast
  • Blind
  • Bombing Run
  • Combi
  • Concussive
  • Crushing
  • Cumbersome
  • Deflagrate
  • Force
  • Gets Hot!
  • Haywire
  • Ignores Cover
  • Indirect Fire
  • Lance
  • Linked
  • Macro
  • Master-Crafted
  • Melta
  • Murderous Strike
  • Ordnance
  • Parry
  • Piercing
  • Pinning
  • Poison
  • Precision Hits
  • Psychic Weapon
  • Reach
  • Rending
  • Shred
  • Skyfire
  • Specialist Weapon
  • Spray
  • Sunder
  • Sweeping
  • Swift Strike
  • Two-Handed
  • Unwieldy
  • Variable

Rules:

  • 1.7 - Special Rules
  • 8.1 - Reactions
← ZealotAmmo →

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Table of Contents

  • 1.0 - Core Concepts
  • 1.1 - Factions, Codices and Missions
  • 1.2 - Models
  • 1.3 - Units
  • 1.4 - Armies
  • 1.5 - Tools of War
  • 1.6 - Codex and Army Rules
  • 1.7 - Special Rules
  • 2.0 - The Battlefield
  • 3.0 - Deployment
  • 3.1 - Reserve Units
  • 3.2 - Summoned Units
  • 3.3 - Deployment Zone Board Edge
  • 3.4 - No Models on the Board
  • 3.5 - Ongoing Reserves
  • 4.0 - Battle Rounds
  • 5.0 - Turn Sequence
  • 6.0 - Movement Phase
  • 6.1 - Normal Move
  • 6.2 - Retreat
  • 6.3 - Advance
  • 6.4 - Remaining Stationary
  • 6.5 - Fall Back Move
  • 6.6 - Rallying
  • 6.7 - Fleeing
  • 7.0 - Movement
  • 7.1 - Unit Coherency
  • 7.2 - Vehicles/Aircraft Pivoting
  • 7.3 - Terrain
  • 8.0 - Shooting Phase
  • 8.1 - Reactions
  • 8.2 - Picking Targets
  • 8.3 - Range & Line of Sight
  • 8.4 - The Number of Attacks
  • 8.5 - Attack Sequence
  • 9.0 - Wounds
  • 9.1 - Allocating Wounds
  • 9.2 - Slain Models
  • 9.3 - Ignoring Wounds
  • 9.4 - Healing Wounds
  • 9.5 - Instant Death
  • 9.6 - Automatic Hits & Wounds
  • 10.0 - Vehicle, Aircraft & Fortification Damage
  • 10.1 - Vehicle Damage Chart
  • 10.2 - Transport or Garrison Destroyed
  • 10.3 - Primary & Secondary Weapons
  • 11.0 - Charge Phase
  • 11.1 - Charge Moves
  • 12.0 - Combat Phase
  • 12.1 - The Initiative Order
  • 12.2 - Attack Sequence
  • 12.3 - Combat Resolution
  • 13.0 - End of the Battle Round
  • 14.0 - Objectives
  • 14.1 - Objective Markers
  • 15.0 - Universal Special Rules
  • 16.0 - Weapon Special Rules
  • 17.0 - Unit Types
  • 18.0 - Battlefield Roles
  • 18.1 - Rites of War
  • 18.2 - Unique Units
  • 18.3 - Limited
  • 18.4 - Dedicated Transports
  • 18.5 - Points Limits
  • 19.0 - Allies
  • 19.1 - Allied Characters
  • 19.2 - Allied Detachments
  • 20.0 - Army Special Rules
  • 20.1 - Allegiance Rules
  • 20.2 - Warlord Trait Modifiers
  • Crusade Battle Pack
  • Crucible Battle Pack
  • Maelstrom of War Battle Pack
  • Shadow War Battle Pack
  • Void War Battle Pack
  • War Games Battle Pack
  • FAQ & Errata

Factions

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  • Chaos Space Marines
  • Death Guard
  • Emperor's Children
  • Thousand Sons
  • World Eaters
  • Sisters of Battle
  • Space Marines
  • Blood Angels
  • Dark Angels
  • Ultramarines
  • T'au Empire
  • Tyranids

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