Longbow [Primitive, Standard, Hunting, Barbed, Poisoned, Incendiary, 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+
Standard
20''
30''
S
1
3+
Hunting
20''
30''
+1
+1
S
-1
1
4+
Barbed
20''
30''
S
D3
4+
Poisoned
20''
30''
S
1
4+
Incendiary
20''
30''
S
1
6+
Explosive
20''
30''
3
1
5+

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 their 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.

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.

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: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

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.