Bionics: Hammer Arm

The Hammer Arm is a pneumatic hammer mounted on the end of a bionic arm.

This item is both a Bionic Arm and a weapon. A fighter with a bionic arm gains +2 WS while equipped with a bionic arm. If a fighter has not already suffered a Hand Injury (51 on the Permanent Injury table) at some point in the past, they suffer a Hand Injury when each bionic arm is added to the fighter. A fighter may have up to two bionic arms.

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Traits

Melee: This weapon can be used during close combat attacks without penalty.

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.

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.

Noisy: When a Hidden fighter makes an attack using this weapon, opposing fighters within 18'' gain a free Detect action against them and gain a +4 bonus to their check.