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Warhammer 40K: How the Heavy Keyword Works

In Warhammer 40,000, the [HEAVY] keyword represents the most cumbersome weapons on the battlefield: large-calibre cannons, anti-tank weapons and guns that need a stable firing position to deliver their full power. This ability does not prevent a unit from moving and does not automatically impose a penalty after movement. Instead, it grants a +1 bonus to the Hit roll when the weapon is fired under the right conditions. The rule rewards careful positioning without forcing heavy-weapon units to remain completely stationary.



What exactly does the Heavy keyword do?



During your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the Hit roll if the attacking unit meets every condition of the rule. The unit must not be engaged, it must not have been set up on the battlefield during that turn, and none of its models may have moved more than 3 inches that turn. If all three conditions are met, every attack made with that weapon receives the bonus. Other weapons in the same unit do not benefit unless they also have the [HEAVY] keyword.



Can a Heavy weapon fire after moving?



Yes. A unit may move and then fire a [HEAVY] weapon, provided the other applicable rules allow it to shoot. The key feature of 11th edition is that it may even keep the +1 to Hit bonus if no model in the unit moved more than 3 inches. A small repositioning can therefore let the unit leave cover, gain line of sight or approach an objective without losing accuracy. If even one model exceeds that distance, however, the unit’s [HEAVY] weapons do not receive the bonus.



Why the movement of the entire unit matters



The condition checks every model in the unit, not only the weapon bearer. Moving the gunner 2 inches is not enough if a squadmate moves 4 inches to go around terrain or restore coherency. The whole unit then loses the benefit of [HEAVY] for that turn. Before moving a support squad, measure every model’s path rather than only the weapon’s final position. This makes even a seemingly minor move a genuine tactical decision.



Arriving from Reserves prevents the Heavy bonus



A unit that was set up on the battlefield during the turn cannot gain the [HEAVY] bonus in that same turn. This includes units arriving from Strategic Reserves or entering play through another special rule. Even if they do not move afterwards, they were still set up during the turn and therefore fail one of the conditions. They may be able to shoot, but without the +1 to Hit granted by [HEAVY]. The bonus becomes available on a later turn if every condition is then met.



Can an engaged unit use the bonus?



To benefit from [HEAVY], the unit must not be engaged when the attack is made. A unit within engagement range fails this condition even if another rule allows it to shoot. Vehicles and monsters must also respect this requirement when using large weapons at close range. The keyword never guarantees that the weapon can shoot by itself: it modifies an attack only when that attack can legally be made and all its conditions are satisfied.



Practical example: a weapon that normally hits on 4+



Imagine a unit with a [HEAVY] cannon and a Ballistic Skill of 4+. It started the turn on the battlefield, is not engaged and every model moves 3 inches or less. When the cannon fires, add 1 to each Hit roll, so a roll of 3 becomes a 4 and normally succeeds. If one model moved more than 3 inches, the bonus does not apply and the weapon returns to hitting on its usual 4+.



The most common mistakes with the Heavy keyword



The first mistake is believing that a [HEAVY] weapon suffers a penalty whenever its bearer moves. The current rule instead grants a bonus when its conditions are met. The second mistake is checking only the gunner’s movement, even though the 3-inch limit applies to every model in the unit. Finally, a unit that arrived on the battlefield during the turn does not gain the bonus, even if it appears to have remained stationary after being set up.



How to use Heavy weapons in your strategy



[HEAVY] weapons are especially effective on units that can hold a durable firing lane while making small adjustments. Position them near a ruin corner, objective or firing corridor so that a move of no more than 3 inches is enough to expose a target. Plan the movement of the entire squad, because one model forced to move farther to maintain coherency can cost every relevant weapon its bonus. Your opponent can reduce this efficiency by forcing the unit to redeploy, engaging it or hiding behind terrain.



Heavy rewards accuracy; it does not forbid movement



The [HEAVY] keyword is more flexible than it first appears. It does not forbid movement and even allows limited repositioning while retaining the +1 to Hit bonus. Remember three conditions: the unit must not be engaged, must not have arrived on the battlefield that turn, and no model may have moved more than 3 inches. Mastering these points prevents most errors and makes support batteries far more reliable.



To see this rule in action, explore our explanations, scenarios and full Warhammer 40,000 battle replays on Ganamax.TV. Watch how Greg and William position their units, choose firing lanes and use each keyword to gain an advantage on the battlefield.





FAQ about the Heavy keyword in Warhammer 40K



Does a Heavy weapon suffer a penalty after moving?



No. The [HEAVY] keyword does not impose a movement penalty. It grants +1 to the Hit roll when all its conditions are met.



Can I move 3 inches and keep the bonus?



Yes, provided no model in the unit moves more than 3 inches, the unit is not engaged and it was not set up on the battlefield during that turn.



Does the bonus apply to the unit’s other weapons?



No. It applies only to attacks made with weapons that have the [HEAVY] keyword.



Can a unit arriving from Reserves benefit from Heavy?



Not during the turn in which it is set up on the battlefield. It may benefit on a later turn if every condition is met.



What happens if a single model moves more than 3 inches?



The unit’s [HEAVY] weapons do not receive +1 to Hit that turn, even if their bearers moved less.

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