Weapon rules apply whenever a friendly operative uses a weapon that has them. Common weapon rules can be found below, and you may find rare weapon rules in your kill team's rules.
General Rules:
You can retain up to x attack dice as normal successes without rolling them.
Special case: If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules above).
You can re-roll one of your attack dice.
Your opponent can only block with critical successes.
You can re-roll any of your attack dice results of one result (e.g., results of 2).
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g., Devastating 3.
Area effect: 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.
Important: The success isn't discarded after doing so—it can still be resolved later in the sequence.
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon.
Conditional Heavy: If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g., Heavy (Dash only).
Note: This weapon rule has no effect on preventing the Guard action.
Your successes equal to or greater than x are critical successes, e.g., Lethal 5+.
The defender collects x less defence dice, e.g., Piercing 1.
Conditional Piercing: If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
You can re-roll any of your attack dice.
If you retain any critical successes, you can retain one of your normal successes as a critical success instead.
The defender cannot retain cover saves.
If you don't retain any critical successes, you can change one of your normal successes to a critical success.
Important: The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don't.
Calculator implementation: Severe is evaluated after Punishing, so Punishing only triggers from natural crits. Rending is explicitly blocked when Severe triggers.
The first time you strike with a critical success in each sequence, also discard one of your opponent's unresolved normal successes (or a critical success if there are none).
| Weapon Rule | Effect Summary |
|---|---|
| Accurate X | Retain up to x dice as normal successes without rolling |
| Balanced | Re-roll 1 attack die |
| Brutal | Opponent can only block with crits |
| Ceaseless | Re-roll all dice of one result value |
| Devastating X | Each crit inflicts x damage immediately |
| Heavy | Cannot move and shoot with this weapon |
| Lethal X+ | Successes ≥ x are critical |
| Piercing X | Defender gets x less defence dice |
| Punishing | If have crit, convert 1 fail to normal |
| Relentless | Re-roll any attack dice |
| Rending | If have crit, convert 1 normal to crit |
| Saturate | Defender cannot use cover saves |
| Severe | If no crits, convert 1 normal to crit |
| Shock | First crit strike cancels enemy success |
All reroll abilities in this calculator only target fails, never norms or crits. This is optimal play because:
The calculator supports combined reroll abilities where multiple effects apply in sequence:
RerollOnesPlusBalanced (BothOnesAndBalanced):
RerollMostCommonFailPlusBalanced (CeaselessPlusBalanced):
A die cannot be rerolled twice in the same action. When combining reroll abilities:
availFails = originalFails - firstRerollCountFor a given scenario, reroll abilities should generally produce results in this order:
RerollMostCommonFailPlusBalancedCalcEngineCommon.ts - calcFinalDiceProbRerollMostCommonFailPlusBalanced()severeTriggered flag to track when Severe creates a critCalcEngineCommon.ts lines 177-198availFails = originalFails - firstRerollCountLast updated: December 2025