Hand Flamer

A small handheld flamethrower, murderously effective in the tight corridors and tunnels of the underhive.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puff
E
+1
3
1
5+
Sustained
T
3
1
5+

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 their 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.

Exiguous: Some weapons that have multiple profiles share a single source of ammo, a common reservoir of fuel, or a shared breech that must be cleared in case of a jam. If any one of the weapon's profiles with this trait is Out of Ammo, all of the weapon's profiles that have this trait are also Out of Ammo. A successful reload of any one of this weapon's profiles that have this trait reloads all of this weapon's profiles that have this trait.