Archeotech Pistol

Archeotech Pistols are in the Pistol category.

Ancient Archeotech Pistols sometimes turn up in the Underhive, hidden in some newly discovered cache of long gone wonders. When they work at all, they often have surprising capabilities that exceed those of more common items...and sometimes equally surprising flaws.

When an Archeotech Pistol is discovered, roll 1D6 to determine what kind it is:

1: Slugthrower, 2: Boltthrower, 3: Shotthrower, 4: Lightthrower, 5: Needlethrower, 6: Heatthrower.

Then roll 1D6 to determine if an additional trait must be added to the weapon's profile:

1: Unstable, 2: Unreliable , 3: Noisy, 4: no extra trait, 5: Silent, 6: Blaze.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slugthrower
8''
18''
+1
4
-1
1
5+
Boltthrower
9''
18''
+1
5
-1
1
5+
Shotthrower
6''
12''
+1
3
-1
1
5+
Lightthrower
12''
18''
+1
4
-1
1
5+
Needlethrower
10''
16''
+1
4
-2
1
5+
Heatthrower
4''
8''
+1
8
-4
2
5+

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: When a weapon with this trait is used to make an attack against an inanimate target (i.e. an item that has a Wounds characteristic, such as doors and some scenario objectives), a failed wound roll may be rerolled once. Additionally, an inanimate target that loses its last Wound to an attack with this trait is utterly destroyed and should be removed from the battlefield (if possible).

Blinding: a fighter hit by an attack with this Trait must make an Initiative check. If this check is failed the fighter loses their Ready marker if they have one, and becomes blinded; place a Blind marker next to the fighter or on their Fighter Card. A blinded fighter cannot make any attacks other than reaction attacks, for which all hit rolls only succeed on a natural 6. If a blinded fighter moves as part of an action they instead move D3'' in a random direction determined by the scatter die, stopping if they make base contact with an obstacle; fighters moving in this way can Engage enemy fighters. When a blinded fighter is activated, roll a D6; on a 3+ the fighter is no longer blinded and the Blind marker is removed. Some equipment and abilities provide resistance or immunity to being blinded. Attacks with this trait that are also 0 Strength and inflict 0 damage do not cause hit targets to be Pinned.

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 attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

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