Gear

Provided below is the equipment we use in our games. Prices and rarities are provided on the Trading Post page. Weapon traits are described on the Weapon Traits page

There's not much point in earning credits if there's nothing cool to spend them on. One of the most fun parts of playing Necromunda is going on a shopping spree at the Trading Post now and then to upgrade the gear available to a gang.

Archeotech

While there is a lot of technology floating around in the Hive of more modern or provincial origin, almost all of the higher tech gear to be found is typically referred to as Archeotech even though sometimes a given item may not actually be all that ancient.

This is primarily because the vast majority of such advanced technology is from a bygone and better era, and thus the term serves well enough to not matter much. Archeotech is very rare, very valuable, and usually very effective.

Xenotech

Xenotech is similar to Archeotech in rarity and power, but with a non-human origin. The Imperium is insular and xenophobic, but some items of Eldar, Squat, Tau, or other alien provenance sometimes makes its way into the Hive.

Commontech

Items of Common rarity are available at the listed costs to any gang able to use the Trading Post during Post-Battle Sequences and gang creation.

Packs

Some items are designed to be worn as a backpack, such as a Jump Pack, a Warp Pack, or an Autolauncher Pack. A fighter may only have one pack item on their fighter card at a time.

Fields

Fields are high tech man-portable personal protection devices that protect their wearer, such as Refractor, Displacer, Conversion, and Power Fields. These types of items are powerful and amazing, but their technologies are incompatible with each other; thus a fighter may only ever have one Field item on their fighter card at a time.

Bionics

Bionics are gear that is directly attached to a fighter's body, integrated with their physiology via surgery. Whether to replace a missing limb or to upgrade pliant flesh with unyielding technology, such cybernetic chicanery is pretty common in the underhive.

If a fighter joining a gang already has a bionic item, it is just part of their load out. However if a fighter gains one or more new bionic items during a Post-Battle Sequence and the fighter is not already in Recovery, the fighter goes into Recovery due to the surgery necessary to install their new bionics.

Some bionics are paired with a Permanent Injury; for instance a Bionic Arm corresponds to Hand Injury (51 on the Permanent Injury table). If a fighter has previously suffered a Permanent Injury and later is equipped with a bionic item that corresponds with that injury, the item offsets the original injury and also augments the fighter's capabilities beyond what they would normally be capable of. For instance a Hand Injury imposes a permanent -1 WS, but a Bionic Arm grants a +2 WS bonus while the fighter is equipped with one for a net bonus of +1 WS over the fighter's original characteristic.

However, if a fighter who has not suffered a corresponding Permanent Injury takes a bionic item of this kind, they suffer the corresponding Permanent Injury. For instance, if a fighter that has not already suffered an Eye Injury is equipped with a Bionic Eye item, to install the bionic item one of the fighter's eyes is cut out and thus the fighter suffers an Eye Injury.

If a fighter with two corresponding bionic items suffers a Permanent Injury of the same kind the fighter goes into Recovery instead of suffering the Permanent Injury being inflicted but one of the corresponding bionic items is deleted from the fighter's card immediately. For instance, if a fighter has two Bionic Eyes already and another Eye Injury is inflicted upon them, one of their Bionic Eyes is destroyed but the fighter goes into Recovery and suffers no further harm.

If a fighter with only one of this kind of bionic item suffers a Permanent Injury of the same kind, roll a D6. If the result is 4 or higher, the corresponding bionic item that the fighter is equipped with is destroyed but the fighter does not suffer the Permanent Injury being inflicted and goes into Recovery; delete the bionic item from the fighter's card immediately. If the result is 3 or less, the corresponding bionic item is unharmed but the fighter suffers the Permanent Injury again. For instance if a fighter with a Bionic Leg suffers the Hobbled Injury again, on a D6 roll of 4+ their existing bionic leg is destroyed, otherwise their non-bionic leg is affected and they take the Hobbled Injury again.

Some bionic items, such as a Chainsword Arm, include a weapon profile. Such items are usable as a weapon with the given weapon profile(s), but are considered to be Wargear and thus do not count against a fighter's available weapon slots.


Armor

20
Rare (10)

Carapace Armor grants a 4+ save roll.

Carapace Armor grants a 4+ save roll.

10
Rare (8)

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

10
Rare (5)

Against attacks that have the Blast or Blaze traits Flak armour grants a 5+ save roll. Against all other attacks Flak armour grants a 6+ save roll.

10
Rare (8)

Furnace plates grant a 6+ save roll. This is increased to a 5+ save role against attacks made by fighters who are within the fighter’s vision arc. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ save roll.

10
Rare (6)

A Hazard Suit grants a 6+ save roll. Additionally, when a hazard suit is combined with a Respirator the fighter's Toughness is increased by 3 against Gas attacks rather than the usual 2.

5
Rare (5)

When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.

15
Rare (9)

Mesh armour grants a 5+ save roll.

Power Armor grants a 3+ save roll.

Weapons (CCWs)

15
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-1
2
-
Melee, Rending

Melee: This weapon can be used during close combat attacks.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
S
2
-
Melee

Melee: This weapon can be used during close combat attacks.

20
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Scathing

Melee: This weapon can be used during close combat attacks.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

15
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee, Parry

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

40
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
1
-
Melee, Parry, Rending, Noisy

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
5
-1
1
-
Melee, Parry, Rending, Noisy

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+1
-1
1
-
Melee, Parry, Power

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee, Knockback, Shield

Melee: This weapon can be used during close combat attacks.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

20
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Parry

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

15
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Backstab

Melee: This weapon can be used during close combat attacks.

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

20
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
1
-
Melee, Entangle

Melee: This weapon can be used during close combat attacks.

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

55
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-2
1
-
Melee, Blaze, Parry, Rending, Noisy

Melee: This weapon can be used during close combat attacks.

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry, Scathing

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
var
-
Melee, Pulverize, Rupture

Melee: This weapon can be used during close combat attacks.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

5
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
1
-
Melee

Melee: This weapon can be used during close combat attacks.

25
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Pulverize, Unwieldy

Melee: This weapon can be used during close combat attacks.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Rending

Melee: This weapon can be used during close combat attacks.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

60
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S+2
-2
1
-
Melee, Intimidating, Knockback, Power

Melee: This weapon can be used during close combat attacks.

Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an Intimidating weapon suffers a -2 penalty to their Nerve test.

Knockback (Melee): If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up moving directly towards them after they have been Knocked Back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Power, Pulverize

Melee: This weapon can be used during close combat attacks.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

25
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
-
Melee, Backstab, Power

Melee: This weapon can be used during close combat attacks.

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+2
-3
2
-
Melee, Knockout, Power

Melee: This weapon can be used during close combat attacks.

Knockout: When a fighter is reduced to 0 Wounds by this weapon no Injury roll is made; instead the fighter immediately goes Out of Action and is removed from play. However no Lasting Injury roll is made for the fighter and they will recover in time for the next battle.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
-2
1
-
Melee, Parry, Power

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

40
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+2
-1
2
-
Melee, Rending, Pulverize, Unwieldy

Melee: This weapon can be used during close combat attacks.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

30
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
E
-1
S-1
1
-
Melee, Parry, Shield

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

30
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
4
-1
1
-
Melee, Parry, Shock

Melee: This weapon can be used during close combat attacks.

Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

25
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
4
1
-
Melee, Parry, Shock

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

25
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
+1
4
1
-
Shock
Melee
E
-1
4
1
-
Melee, Entangle, Shock

Melee: This weapon can be used during close combat attacks.

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait. In addition, if the hit roll for an Entangle weapon is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

10
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S+1
1
-
Melee, Knockback

Melee: This weapon can be used during close combat attacks.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Toxin

Melee: This weapon can be used during close combat attacks.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

30
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry, Toxin

Melee: This weapon can be used during close combat attacks.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

40
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
S
-2
1
3+
Melee, Shock, Discharged, Shield

Melee: This weapon can be used during close combat attacks.

Shock: If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made).

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

25
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
+1
S
-1
1
-
Melee, Parry

Melee: This weapon can be used during close combat attacks.

Parry: After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the fighter can force the attacking player to re-roll one successful hit. If the fighter is armed with two Parry weapons, they can force the attacking player to re-roll two successful hits instead.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-3
3
-
Melee, Pulverize, Knockback, Power, Unwieldy

Melee: This weapon can be used during close combat attacks.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons. In addition, if the hit roll for a Power weapon is a 6, no save roll can be made against the attack and its Damage is increased by 1.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

20
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-1
S+2
-1
2
-
Melee, Unwieldy

Melee: This weapon can be used during close combat attacks.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Weapons (Pistols)

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
3
1
4+
Pistol, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+1
3
1
4+
Pistol, Noisy, Rapid Fire (2)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
4
-1
1
5+
Pistol, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
4
-1
2
4+
Pistol

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
4
-1
2
6+
Pistol, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
12''
-1
4
1
5+
Pistol, Penetrating, Rapid Fire (1) Rending

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stormbolter
6''
12''
+1
4
-1
1
5+
Pistol, Rapid Fire (2), Unreliable

Unreliable: When making an Ammo check for a weapon with this trait, roll twice and apply the worst result.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stub
6''
12''
+2
3
1
4+
Combi, Pistol, Plentiful
Plasma
6''
12''
+2
5
-1
2
5+
Combi, Pistol, Scarce

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
3
1
3+
Pistol, Accurate, Plentiful, Scathing

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Accurate: The standard rule that an attack roll of natural 1 automatically misses is ignored for attacks made with weapons that have this trait. If an attack would hit on a 1+ or better, the roll of a 1 hits.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

100
Rare (14)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
+1
8
-4
3
4+
Pistol, Melta

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

5
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
5''
10''
+2
3
+1
1
6+
Pistol, Discharged, Plentiful, Silent

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
8
-4
3
4+
Pistol, Melta, Scarce

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
2+
Pistol, Plentiful

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
15''
+1
4
1
3+
20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
4''
9''
+2
4
-1
1
5+
Pistol, Silent, Scarce, Toxin

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
6''
12''
+2
4
-1
1
5+
Pistol, Silent, Toxin

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

50
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slugthrower
8''
18''
+1
4
-1
1
5+
Pistol, Knockback, Scarce
Boltthrower
9''
18''
+1
5
-1
1
5+
Pistol, Rapid Fire (1), Scarce
Shotthrower
6''
12''
+1
3
-1
1
5+
Pistol, Scattershot, Scarce
Lightthrower
12''
18''
+1
4
-1
1
5+
Pistol, Blinding, Scarce
Needlethrower
10''
16''
+1
4
-2
1
5+
Pistol, Toxin, Scarce
Heatthrower
4''
8''
+1
8
-4
2
5+
Pistol, Melta, Scarce

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Blinding: If a fighter is hit by a Blinding weapon, make an Initiative check for the target. If it is failed they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6. Photo-goggles or similar equipment the target has can be used to help resist this effect.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
6''
12''
+2
5
-1
2
5+
Pistol, Scarce
Maximal
6''
12''
+1
7
-2
3
5+
Pistol, Scarce, Unstable

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Unstable: If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
5
-1
2
5+
Pistol, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
var
1
4+
Pistol, Penetrating, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+2
3
1
4+
Pistol, Plentiful

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
+1
4
1
4+
Pistol, Knockback, Plentiful

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
12''
+1
3
1
4+
Pistol, Plentiful, Rapid Fire (1)

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Weapons (Basic)

15
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
24''
+1
3
1
4+
Rapid Fire (1)

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
4
-1
1
5+
Rapid Fire (1)

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
Rapid Fire (1)

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
4
-1
2
4+
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
4
-1
2
6+
Rapid Fire (1)

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

15 + ammo
Rare (7)

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
25
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
3
1
4+
Plentiful, Rapid Fire (1)

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
24''
-1
4
1
5+
Penetrating, Rapid Fire (1), Rending

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

60 + ammo
Rare (7)

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
20''
+2
4
+1
1
6+
Discharged, Plentiful, Silent

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

50
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
3
1
5+
Blaze, Template

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

5
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hurl
Sx3
S
+1
1
6+
Knockout, Plentiful, Silent

Knockout: When a fighter is reduced to 0 Wounds by this weapon no Injury roll is made; instead the fighter immediately goes Out of Action and is removed from play. However no Lasting Injury roll is made for the fighter and they will recover in time for the next battle.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

5
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Javelin
Sx4
S
1
5+
Silent

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

15
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
24''
+1
3
1
2+
Plentiful

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
24''
30''
+1
4
1
3+
40
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
9''
18''
+1
4
-1
1
5+
Silent, Scarce, Toxin

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shotty
T
2
1
6+
Plentiful, Scattershot, Template

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

30 + ammo
Common

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shotthrower
9''
18''
+1
3
-2
1
5+
Scattershot, Scarce

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

5
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
3
+1
1
6+
Knockout, Plentiful, Silent

Knockout: When a fighter is reduced to 0 Wounds by this weapon no Injury roll is made; instead the fighter immediately goes Out of Action and is removed from play. However no Lasting Injury roll is made for the fighter and they will recover in time for the next battle.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

20
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
9''
18''
5
-1
1
3+
Knockback

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

15
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
24''
+1
4
1
4+
Plentiful

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

30 + ammo
Rare (7)

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
S
-1
1
5+
Rapid Fire (1), Silent

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Weapons (Specials)

45
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
20''
-1
3
1
4+
Rapid Fire (Selective)

Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action as a Double action.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

80
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
T
5
+1
1
5+
Discharged, Knockback, Pulverize, Scattershot
Melee
E
-1
S+1
2
-
Melee, Unwieldy

Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

130
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
0
0
5+
Gas, Template

Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made; instead roll a D6. If the result is equal to or higher than the target's current Toughness or is a natural 6, make an Injury roll for that fighter (regardless of the fighter's Wounds characteristic). No save roll can be made by the fighter against this attack.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
24''
36''
-1
4
1
5+
Penetrating, Rapid Fire (2), Rending

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stormbolter
12''
24''
+1
4
-1
1
5+
Unreliable, Rapid Fire (2)

Unreliable: When making an Ammo check for a weapon with this trait, roll twice and apply the worst result.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

150
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolter
12''
24''
+1
4
-1
1
5+
Combi, Rapid Fire (1)
Flamer
T
4
-1
1
5+
Combi, Blaze, Template

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

150
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolter
12''
24''
+1
4
-1
1
5+
Combi, Rapid Fire (1)
Melta
6''
12''
+1
8
-4
3
4+
Combi, Melta, Scarce

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolter
12''
24''
+1
4
-1
1
5+
Combi, Rapid Fire (1)
Needler
9''
18''
+1
4
-1
1
6+
Combi, Scarce, Toxin

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

150
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolter
12''
24''
+1
4
-1
1
5+
Combi, Rapid Fire (1)
Plasma
12''
24''
+2
5
-1
2
5+
Combi, Rapid Fire (1), Scarce

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

115
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Melta
6''
12''
+1
8
-4
3
4+
Combi, Melta, Scarce

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

115
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Plasma
12''
24''
+2
5
-1
2
5+
Combi, Rapid Fire (1), Scarce

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

120
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Lasgun
18''
24''
+1
3
1
2+
Plentiful
Radthrower
T
2
-2
1
4+
Radiation, Template

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Radiation: When a fighter is hit by an attack made by a Radiation weapon, the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

100
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
4
-1
1
5+
Blaze, Template

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

55 + ammo
Rare (9)

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
100
Rare (12)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slugthrower
16''
36''
+1
4
-1
1
5+
Knockback, Scarce
Boltthrower
18''
36''
+1
5
-1
1
5+
Rapid Fire (1), Scarce
Shotthrower
9''
18''
+1
3
-2
1
5+
Scattershot, Scarce
Lightthrower
24''
36''
+1
4
-1
1
5+
Blinding, Scarce
Needlethrower
20''
32''
+1
4
-2
1
5+
Toxin, Scarce
Heatthrower
8''
16''
+1
8
-4
4
5+
Melta, Scarce

Knockback: If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Blinding: If a fighter is hit by a Blinding weapon, make an Initiative check for the target. If it is failed they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6. Photo-goggles or similar equipment the target has can be used to help resist this effect.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Cooker
T
4
-2
1
4+
Template
Melter
6''
12''
+1
-1
6
-2
2
4+
Melta

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

25 + ammo
Rare (7)

Ammunition is purchased for this weapon separately.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
100
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
12''
+1
8
-4
3
4+
Melta, Scarce

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

100
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
12''
24''
+2
5
-1
2
5+
Rapid Fire (1), Scarce
Maximal
12''
24''
+1
7
-2
3
5+
Scarce, Unstable

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Unstable: If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Plasma
12''
24''
+2
5
-1
2
5+
Rapid Fire (1)

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

120
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
8''
16''
-1
2
-2
1
4+
Radiation, Blast (3'')

Radiation: When a fighter is hit by an attack made by a Radiation weapon, the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.

Blast (3''): The weapon uses a 3” Blast marker.

100
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
2
-2
1
4+
Radiation, Template

Radiation: When a fighter is hit by an attack made by a Radiation weapon, the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
24''
36''
+1
4
-1
1
3+
Silent, Unwieldy

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Needle
14''
28''
+2
4
-1
1
5+
Silent, Scarce, Toxin, Unwieldy

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding Toxin attack, before any Injury rolls are made the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

60
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
4
-1
1
4+
Silent, Unwieldy

Silent: In scenarios that use the Sentries special rules, there is no test to see whether the alarm is raised when a weapon with this trait is used.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Weapons (Heavies)

110
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
6''
18''
+2
5
-3
1
5+
Drag, Impale, Scarce

Drag: If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do roll a d6; if the result is equal to or higher than the target's Strength the target is dragged D3'' straight towards the attacker, stopping if they hit any terrain. If the target moves into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.

Impale: If an attack made by this weapon hits and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1'' of this line, and within the weapon's Long Range, the one that is closest to the target is at risk of being hit. Roll a D6; on a 3 or more resolve the weapon's attack against that fighter subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more fighters.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

150
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
5
-2
1
5+
Rapid Fire (2), Unwieldy

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
18''
36''
+1
5
-2
2
4+
Rapid Fire (1), Unwieldy

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

150
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
T
5
-2
2
5+
Blaze, Template, Unwieldy

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

200
Rare (12)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Low
18''
36''
+1
7
-3
2
5+
Blast (3''), Scarce, Unwieldy
Maximal
18''
36''
8
-3
3
5+
Blast (3''), Scarce, Unwieldy, Unstable (3'')

Blast (3''): The weapon uses a 3” Blast marker.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Unstable (3''): If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload; center a 3'' Blast marker over the attacker and resolve a hit using the attacks's weapon profile against everything under the Blast marker. The attack is still resolved against the original target.

130
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
20''
40''
-1
4
-1
1
4+
Rapid Fire (2), Unwieldy

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

70
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
9''
+2
4
-1
2
3+
Rapid Fire (1), Unwieldy
3''
9''
+2
6
-2
2
3+
Blaze, Unwieldy

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

A fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and thier activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

200
Rare (12)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
12''
24''
+1
8
-4
3
4+
Melta, Blast (3''), Scarce, Unwieldy

Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range, exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit, underneath any fighters and removing any scatter terrain in that space from the battlefield.

Blast (3''): The weapon uses a 3” Blast marker.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

150
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
16''
32''
-1
2
-2
1
4+
Radiation, Blast (5''), Unwieldy

Radiation: When a fighter is hit by an attack made by a Radiation weapon, the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.

Blast (5''): The weapon uses a 5” Blast marker.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Grenades

45
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Choke
Sx3
0
0
4+
Blast (3''), Gas, Limited

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Blast (3''): The weapon uses a 3” Blast marker.

Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made; instead roll a D6. If the result is equal to or higher than the target's current Toughness or is a natural 6, make an Injury roll for that fighter (regardless of the fighter's Wounds characteristic). No save roll can be made by the fighter against this attack.

30
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
3
1
4+
Grenade, Knockback,  Blast (3'')

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Knockback (Blast): If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength they are Knocked Back as described above; however they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved.

Blast (3''): The weapon uses a 3” Blast marker.

45
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
6
-2
2
4+
Grenade, Demolition

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Demolition: Grenades with the Demolition trait can be used when making close combat attacks against scenery targets (such as locked doors or scenario objectives). A fighter who uses a grenade in this way makes one attack (regardless of how many Attack dice they would normally roll), which hits automatically.

15
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
5+
Grenade, Flash,  Blast (5'')

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Flash: As the Blinding trait, but Flash attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds

Blast (5''): The weapon uses a 5” Blast marker.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
5
-1
2
6+
Grenade,  Blast (3'')

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Blast (3''): The weapon uses a 3” Blast marker.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
4
2
-
Grenade, Blinding,  Blast (3”), Single Shot, Limited

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Blinding: If a fighter is hit by a Blinding weapon, make an Initiative check for the target. If it is failed they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6. Photo-goggles or similar equipment the target has can be used to help resist this effect.

Blast (3''): The weapon uses a 3” Blast marker.

Single Shot: This weapon can only be used once per game. After use it counts as having automatically failed an Ammo Check, and the weapon cannot be reloaded. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait.

Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's rating until the Update Roster step of the Post-Battle Sequence.

30
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
2
-2
1
4+
Grenade, Radiation, Blast (3'')

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Radiation: When a fighter is hit by an attack made by a Radiation weapon, the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.

Blast (3''): The weapon uses a 3” Blast marker.

45
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
6+
Grenade, Blast (3''), Fear, Gas

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Blast (3''): The weapon uses a 3” Blast marker.

Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result. If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far away they run from the source of this attack. A Pinned fighter who fails their Nerve test will stand up before Running for Cover. This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.

Gas: When a fighter is hit by an attack made by a Gas weapon, they are not Pinned and a wound roll is not made; instead roll a D6. If the result is equal to or higher than the target's current Toughness or is a natural 6, make an Injury roll for that fighter (regardless of the fighter's Wounds characteristic). No save roll can be made by the fighter against this attack.

20
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Smoke

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Smoke: Smoke weapons do not cause hits on fighters, they do not cause Pinning and cannot inflict Wounds. Instead mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5'' out from the center of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight and a fighter who is in the smoke effectively has no vision arc. Anything that cannot be seen by a fighter due to the smoke cannot be targeted, but attacks with the Blast or Template traits that don't declare a target can be used normally. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.

30
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
-1
3
-1
1
5+
Grenade, Knockback, Blast (5'')

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Knockback (Blast): If the hit roll for a weapon with the Knockback trait is equal to or higher than the target's Strength (before any modifiers are applied), they are immediately moved 1” directly away from the attacking fighter. If the fighter cannot be moved the full 1” because of a wall, obstacle or another fighter, they move as far as possible and the attack’s Damage is increased by 1.

If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength they are Knocked Back as described above; however they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved.

Blast (5''): The weapon uses a 5” Blast marker.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Heavy-G, Limited

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Heavy-G: Heavy-G attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds; instead mark the location on the battlefield where a Heavy-G attack hits with a counter. An area of increased gravity and magnetic interference extends 2.5'' out from the center of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the affected area, but all movement is halved (rounding down); Squats are immune to this reduction in movement. Additionally, ranged attacks across the affected area suffer a -1 penalty to hit and have their Strength reduced by 1. Don't roll a Scatter die for Blast weapons that miss a point within 6'' of the affected area, instead move the Blast marker the indicated distance towards the affected area. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.

Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's rating until the Update Roster step of the Post-Battle Sequence.

15
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Sx3
0
0
4+
Grenade, Area, Enervating, Limited

Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.

Area: Mark the location where an attack made by a weapon with this trait hit with a counter. An area extends 2.5'' out from the centre of the counter; a 5'' Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters already in the area when the attack is made, fighters who start or end their turn in the area, and fighters who move through the area are all automatically hit by the area. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.

Enervating: When a fighter is hit by an attack made by an Enervating weapon, they are not Pinned and a wound roll is not made. Instead roll a D6; if the result of the roll is greater than the fighter's current Toughness or is a natural 6, they take a Flesh Wound (regardless of their Wounds characteristic). If a fighter is removed from the battle after being reduced to 0 Toughness by an Enervating weapon no Lasting Injury roll is made; the fighter goes into recovery.

Limited: