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What are the Weapon and Core Abilities in Warhammer 40k 10th Edition?

In a game that has more units and factions than you can shake a power fist at, it’s only natural that there is a sea of different weapons being brought onto the battlefield.

Though many weapons are simple and straight forward to use, the vast majority have abilities. These provide (mostly) powerful buffs to a weapon – making it a priority that you understand what the ability does, and how it is used in the context of a battle.

It is for this reason we have put together a list of the most important and common weapon abilities (as well as a list of the core abilities at the end) to serve as a handy reference for you to use when playing a game.

After all, there’s nothing worse than having to flick through a few hundred of pages each turn to remember the exact abilities your unit’s weapons have!

Weapon Abilities

Assault
This weapon can be shot even after the unit has Advanced, but the attack is made with a -1 penalty to hit.

Space Marine Inceptors are equipped with Assault Bolters, which have the Assault rule. This allows them to advance across the battlefield quickly while still firing, maintaining their mobility and firepower as shock troops.


Blast
For every 5 models in the target unit (rounding up), you get +1 to the number of attacks made with this weapon.

The Imperial Guard Wyvern mounts Stormshard Mortars with the Blast rule. These mortars are effective at clearing large squads of infantry, as the number of attacks increases when facing hordes like Orks or Tyranids.


Devastating Wounds
Each time an attack is made with this weapon, a Critical Wound (usually on a 6 to wound) inflicts mortal wounds instead of regular damage.

The Harlequin’s Kiss carried by Harlequins has the Devastating Wounds rule. This allows them to slice through even the toughest armour, with the potential to deal mortal wounds on a lucky wound roll, making them deadly in melee combat.


Heavy
If a unit remains stationary during its turn, it gains +1 to hit rolls when firing this weapon.

Space Marine Devastators often wield Lascannons with the Heavy rule. These anti-tank specialists benefit from holding their ground, improving their accuracy when firing their powerful weapons at enemy armour from a distance.


Ignores Cover
This weapon ignores the benefits of cover (usually saving throw bonuses from cover).

Tau Fire Warriors can be equipped with Pulse Rifles that ignore cover thanks to certain special rules from their markerlights. This makes them effective at removing enemy infantry trying to use terrain to stay safe from long-range fire.


Lethal Hits
Any unmodified hit roll of 6 automatically wounds the target.

Necron Lychguard wield Warscythes with the Lethal Hits rule. This makes them dangerous to even the toughest foes, as their hits are so precise that they automatically wound on a roll of 6, regardless of the enemy’s toughness.


Melta
When this weapon targets a unit within half its range, it adds extra damage (usually +2) to the Damage characteristic.

Space Marine Attack Bikes often mount Multi-Meltas with the Melta rule. At close range, these weapons become extremely dangerous to vehicles, allowing them to punch through thick armour and deal significant damage.


Pistol
Pistols can be fired even when the model is within Engagement Range of enemy models (i.e., in melee).

Space Marine Captains often carry Bolt Pistols with the Pistol rule. When locked in combat, they can still fire their pistol at point-blank range before striking with their melee weapons.


Rapid Fire
This weapon doubles its attacks when shooting a target within half its range.

Primaris Intercessors carry Bolt Rifles with the Rapid Fire rule. As they advance toward the enemy, their firepower doubles once they are within half range, making them highly effective at mid-range engagements.


Twin-Linked
This weapon allows you to re-roll the wound rolls for attacks made with it.

The Land Raider mounts Twin-Linked Lascannons. This re-roll ability increases the chance of wounding even the toughest targets, such as tanks and monstrous creatures, making the Land Raider a formidable tank killer.


Anti-X
Each time an attack is made with this weapon against a specified target type (like Anti-Monster or Anti-Infantry), a successful wound roll is achieved on the specified number (e.g., Anti-Monster 4+ means that a 4+ always wounds a Monster, regardless of toughness).

Tyranid Zoanthropes wield Warp Blast weapons with Anti-Vehicle 4+, making them highly effective against tanks. This allows them to wound vehicles on a 4+, bypassing the toughness of most armoured units.


Precision
Attacks made with this weapon can target specific models in a unit, allowing you to allocate wounds to important models like leaders or specialists.

Imperial Assassins, such as the Vindicare Assassin, use Exitus Rifles with the Precision rule. This enables them to pick out high-value targets like enemy commanders, snipers, or psykers hidden within a larger unit.


Torrent
This weapon automatically hits its target and does not need to roll to hit.

Chaos Space Marine Heldrakes are equipped with a Baleflamer that has the Torrent rule. This makes the weapon particularly effective against infantry units, as it automatically hits its target, scorching everything in its path.


Deadly Demise (X)
When a vehicle is destroyed, it has a chance to explode and deal damage to nearby units. The X denotes how much damage it deals in mortal wounds.

The Imperial Knight Gallant has Deadly Demise (D6), meaning when the Knight is destroyed, it could explode and deal D6 mortal wounds to nearby units. This often results in collateral damage when the massive war machine falls in battle.


Extra Attacks
This allows the model to make additional attacks with this weapon, usually when it performs certain actions like charging.

Ork Boyz armed with Choppas benefit from Extra Attacks. When they charge into combat, they get additional attacks, representing the overwhelming number of swings they unleash on their enemies in the heat of battle.


Indirect Fire
This weapon can fire at targets even if they are out of line of sight but suffers a penalty of -1 to hit.

Imperial Guard Basilisks carry Earthshaker Cannons with Indirect Fire, allowing them to bombard enemy units hidden behind terrain or out of sight. Despite the hit penalty, they can still target opponents that other units cannot.


Hazardous
When using this weapon, roll a D6. On a 1, the model using it suffers a mortal wound (or sometimes more, depending on the weapon).

Dark Angels Hellblasters wield Plasma Incinerators with the Hazardous rule when overcharged. The risk of self-damage exists but allows them to deal more powerful shots, turning them into lethal anti-armor units at the risk of burning out.


Sustained Hits (X)
Each time an unmodified hit roll of 6 is made, X additional hits are generated.

Tyranid Hormagaunts equipped with Scything Talons benefit from Sustained Hits 1. As they swarm over their prey, every 6 they roll to hit generates additional hits, overwhelming their enemies with sheer volume of attacks.


Lance
Each time an attack is made with a weapon with this ability, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

The Aeldari Shining Spears have weapons which benefit from the Lance rule. When charging, they gain a little extra punching power that helps them take out targets in melee.


Psychic
This weapon can be used by Psykers and may sometimes involve special interactions with Psychic Tests or abilities.

Grey Knights Librarians use Nemesis Force Weapons in conjunction with their Psychic powers, combining the Psychic rule with deadly close combat potential. They can channel psychic energy through their weapons to smite foes or boost their strength.


Core Abilities

Deep Strike
Units with Deep Strike can be set up in reserve and brought onto the battlefield later, arriving from any table edge or location within a set distance of enemy models (often 9 inches).

Terminators in the Space Marine army have the Deep Strike ability. This allows them to teleport onto the battlefield mid-game, making them a versatile threat by bypassing enemy defences and positioning close to high-value targets.


Deadly Demise (X)
When a vehicle or unit with Deadly Demise is destroyed, it has a chance to explode or cause damage to nearby units. The “X” denotes the amount of damage dealt in mortal wounds.

The Ork Battlewagon has Deadly Demise (D3), meaning when it’s destroyed, it has the potential to explode, dealing D3 mortal wounds to any nearby units. This can be especially risky for enemies trying to engage it up close.


Feel No Pain (X)
Each time a model with this ability takes a wound, roll a D6. On the result of X or higher, the wound is ignored. The X varies depending on the level of protection, often ranging from 5+ to 6+.

Death Guard Plague Marines possess Feel No Pain (5+), representing their incredible resilience. This gives them a 5+ chance to ignore each wound they suffer, making them harder to kill and reinforcing their role as a durable infantry force.


Firing Deck (X)
When a unit is embarked on a transport vehicle with Firing Deck, X models inside the vehicle can still shoot as if they were outside it.

Astra Militarum Chimeras have Firing Deck (2), allowing up to 2 embarked models to fire from inside. This is ideal for units like Guardsmen or Veterans to contribute firepower while being protected inside the transport.


Leader
Models with the Leader ability can join certain units to provide them with additional abilities, buffs, or tactical advantages. They typically must stay with that unit for the duration of the game once attached.

Space Marine Captains have the Leader ability, allowing them to join squads of Space Marines. When attached, the Captain grants reroll bonuses to hit rolls, enhancing the squad’s accuracy and combat effectiveness.


Lone Operative
This model cannot be targeted by ranged attacks unless the attacker is within 12 inches, making it difficult to snipe from afar and allowing for tactical positioning.

The Vindicare Assassin has the Lone Operative ability, allowing it to move freely while avoiding most enemy fire at range, making it a hard-to-pin-down, effective sniper unit.


Scout (X)
Units with Scout can make a free move up to X inches before the first turn begins, giving them a chance to reposition or get closer to objectives.

Space Marine Scouts have Scout (9″), allowing them to move up to 9 inches before the game starts. This ability makes them versatile for early-game map control, letting them take key positions ahead of the main force.


Stealth
Units with Stealth gain a -1 penalty to be hit by enemy ranged attacks, representing their ability to avoid detection.

Eldar Rangers have the Stealth ability, making them harder to hit from a distance. This makes them ideal for holding backfield objectives or harassing the enemy with sniper fire while remaining relatively protected.


Towering
Units with the Towering ability can be seen over terrain pieces that typically obscure other units, making them easier to target and shoot at from a distance.

Imperial Knights have the Towering ability, meaning they can shoot over most terrain features, but are also more vulnerable to enemy fire from across the battlefield due to their height.


And that is it! All the common weapons and core abilities laid out as an easy reference for you to peruse at your leisure! If you ever need more of a breakdown of the 10th Edition as a whole, go check out this handy article in which we go through the whole core rule book!