Longbow [Primitive, Hunting, Barbed, Poisoned, Explosive]

Though a primitive weapon, an arrow put in the right place by a capable archer is still as lethal as it ever was.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Primitive
18''
26''
-1
-1
S-1
1
2+
Silent, Unwieldy
Standard
20''
30''
S
1
3+
Rapid Fire (1), Silent, Unwieldy
Hunting
20''
30''
+1
+1
S
-1
1
5+
Accurate, Scarce, Silent, Unwieldy
Barbed
20''
30''
S
1
4+
Rupture, Scarce, Silent, Unwieldy
Poisoned
20''
30''
S
1
4+
Scarce, Silent, Toxin, Unwieldy
Incendiary
20''
30''
S
1
6+
Blaze, Scarce, Unwieldy
Explosive
20''
30''
3
1
5+
Blast (3''), Limited, Unwieldy

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.

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.

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

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.

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

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

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.

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.