Accurate x: You can retain up to x attack dice as normal successes without rolling them.
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: You can re-roll one of your attack dice.
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.
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: 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: Your opponent can only block with critical successes.
Ceaseless: You can re-roll any of your attack dice results of one result (e.g. results of 2).
Custom: Select one of the following weapon rules when first equipped: Balanced, Lethal 5+, Piercing Crits 1, Rending or Saturate.
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: 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-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: Only one item with this special rule may be equipped by each operative.
Force: If the operative using this weapon is PSYKER, this weapon gains Devastating 1 weapon rule. If the target is
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).
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+: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: 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.
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: This weapon cannot be Reloaded during the scenario. You need to return to base of operations to reload it.
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: 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.
Power: Choose one of the following weapon rules when first equipped: Balanced, 1" Devastating 2, Lethal 5+, Rending, Stun.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Range x: Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Relentless: You can re-roll any of your attack dice.
Rending: If you retain any critical successes, you can retain one of your normal successes as a critical success instead.
Saturate: The defender cannot retain cover saves.
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: 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: 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: 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: An operative can perform the Shoot action with this weapon while it has a Conceal order.
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: 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).
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.
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.