Grenade Launcher [Choke, Frag, Krak, Plasma, Scare, Smoke]

Grenade launchers are relatively simple tubular weapons which can launch several different types of grenades using means such as compressed gas or an electromagnetic charge. Grenade launchers benefit from their ability to fire ordnance on an arching trajectory, allowing their shots to clear obstacles and lay down suppressive fire on unseen foes. While a variety of common grenade types can be fired by grenade launchers they are almost universally loaded with frag and krak grenades. Other types include anti-plant, blind, hallucinogenic, plasma, smoke, stun, virus and xeno-filament grenades.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Choke
6''
24''
-1
0
0
5+
Blast (3''), Gas, Limited
Frag
6''
24''
-1
3
1
6+
Blast (3''), Knockback
Krak
6''
24''
-1
6
-2
2
6+
Plasma
6''
24''
-1
5
-1
2
6+
Blast (3''), Scarce
Scare
6''
24''
-1
0
0
6+
Blast (3''), Fear, Gas, Limited
Smoke
6''
24''
-1
0
0
4+
Smoke

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

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.

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.

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.

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