Weapon rules

ACCURATE X

Accurate x: You can retain up to x attack dice as normal successes without rolling them.

AMMO X

Ammo x: This weapon can be used for x shooting attacks (instead of 6) until it's Depleted. Ammo ∞ means that weapon can never be Depleted, do not track its ammo.

BALANCED

Balanced: You can re-roll one of your attack dice.

BARRAGE

Barrage: Whenever an operative is shooting with this weapon, draw the line of sight from directly above the target. In addition, the target of the attack made with this weapon cannot retain Cover saves, unless any part of its base is underneath Vantage terrain. If not specifically stated otherwise, this weapon cannot be used in the Killzone:Gallowdark.

BLAST X

Blast x: The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.

BLAZE

Blaze: Each time a friendly operative fights, retailiates or shoots with this weapon, if you retain any critical hits, the target gains one Blaze token. An operative may remove Blaze tokens during its activation at a cost of one AP per token. At the end of each turning point, inflict 1 damage per Blaze token then remove all tokens.

BRUTAL

Brutal: Your opponent can only block with critical successes.

CEASELESS

Ceaseless: You can re-roll any of your attack dice results of one result (e.g. results of 2).

CONCEALED POSITION

Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

CUSTOM

Custom: Select one of the following weapon rules when first equipped: Balanced, Lethal 5+, Piercing Crits 1, Rending or Saturate.

DEFLECT (RANGED/MELEE) X

Deflect (Ranged/Melee) x: Each time an attack with Ranged or Melee weapon (depending on ability selection) inflicts damage on this operative, subtract X from both weapon Damage stats.

DEVASTATING X

Devastating x: Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it (excluding the attacker if it was the Fight action). Note that success isn’t discarded after doing so – it can still be resolved later in the sequence.

DUAL-WIELD

Dual-weild: When at least two Melee Weapons or two Pistols are equipped, excluding Fists and Combat Blades, weapons of equal or lesser WP stat within that pair gain the Relentless weapon rule. This cannot be combined with Boarding Shields or Storm Shields, nor is it Codex-compliant.

FIELD

Field: Only one item with this special rule may be equipped by each operative.

FORCE

Force: If the operative using this weapon is PSYKER, this weapon gains Devastating 1 weapon rule. If the target is PSYKER or DAEMON, this weapon gains Devastating 3 weapon rule instead.

HEAVY

Heavy: An operative cannot use this weapon in an activation in which it moved, and it cannot move in an activation in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

In addition, operatives equipped with weapons that have the Heavy weapon rule in all its profiles, may not be equipped with any other wargear except pistols, Fists and Combat Blades unless they have a way to disable that weapon rule (e.g. Suspensor system).

HOMING

Homing: Whenever a weapon with this rule is selected to perform shooting attack with, you can select wether it will have the Barrage weapon rule for that attack..

HOT

Hot: After an operative uses this weapon, roll one D6: if the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.

LETHAL X+

Lethal x+:Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

Lethal Sv+ means that successes equal to or greater than the defender's Save stat are critical successes.

LIMITED X

Limited x: After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.

MINDBURN

Mindburn: IIn the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Mindburn tokens (if it doesn't already have one) until the end of its next activation, until it’s incapacitated or until a friendly operative uses this weapon again (whichever comes first). Whenever an operative has one of your Mindburn tokens, worsen the Hit stat of its weapons by 1 (this isn’t cumulative with being injured).

NATURAL RELOAD

Natural Reload: If this weapon is Depleted for a whole turning point, at start of the turning point after that, in Ready Operatives step, this weapon is Reloaded to its full capacity.

NO RELOAD

No Reload: This weapon cannot be Reloaded during the scenario. You need to return to base of operations to reload it.

NULL

Null: Each time an operative would perform a PSYCHIC action, if it is within 6" of this operative, that action costs 1 additional AP.

PIERCING X

Piercing x: The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

POISON

Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

POWER

Power: Choose one of the following weapon rules when first equipped: Balanced, 1" Devastating 2, Lethal 5+, Rending, Stun.

PUNISHING

Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

RANGE X

Range x: Only operatives within x of the active operative can be valid targets, e.g. Range 9".

RELENTLESS

Relentless: You can re-roll any of your attack dice.

RENDING

Rending: If you retain any critical successes, you can retain one of your normal successes as a critical success instead.

SATURATE

Saturate: The defender cannot retain cover saves.

SEEK

Seek: When selecting a valid target, operatives with a Conceal order cannot use terrain for cover. If the rule is Seek Light, they cannot use Light terrain for cover. While this can allow operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

SEVERE

Severe: If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

SHIELD

Shield: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of its opponent's successful hits are discarded.

SHOCK

Shock: The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or one of their critical successes if there are none).

SILENT

Silent: An operative can perform the Shoot action with this weapon while it has a Conceal order.

STUN

Stun: If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.

TORRENT X

Torrent x: Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

TOXIC

Toxic: Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

TOXIN

Toxin: If you have resolved any hits when attacking with this weapon, until the end of the scenario treat the target operative as being Injured.

TRACK

Track: Whenever the operative subsequently attacks the same target with this weapon, add 1 to that weapon's Hit stat for that attack.

WARDED

Warded: Each time an operative fights or retailiates with this weapon, if the target is PSYKER or DAEMON, this weapon gains the Lethal 5+ weapon rule. Each time an operative shoots with this weapon, if the target is PSYKER or DAEMON, this weapon gains the Devastating 2 and Lethal 5+ weapon rules.

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