Traits

The Weapon Traits used within this material are described below.

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.
Area: Mark the location where an attack made by a weapon with this trait hit with a counter. An area extends 2.5'' out from the centre 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 already in the area when the attack is made, fighters who start or end their turn in the area, and fighters who move through the area are all automatically hit by the area. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Attachment: This weapon does not count against the fighter's maximum number of carried weapons. If the weapon has an Unattached profile, it may be unattached as a Basic action; while unattached the unattached profile is used. An unattached item can be reattached as a Simple action.
Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.
Bane: Successful hits that have this trait gain +2 to wound a specific type of target.
Blast (3''): The weapon uses a 3” Blast marker.
Blast (5''): The weapon uses a 5” Blast marker.
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.

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.
Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.
Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.
Demolition: Grenades with the Demolition trait can be used to make an attack against a scenery target (such as a locked door or a scenario objective that has Wounds) within 3'' of the fighter. A fighter who uses a grenade in this way makes one attack against the scenery target which hits automatically, and rolls to wound the scenary target. An Ammo check must be made for the grenade following this attack, as normal.
Discharged: After each use this weapon is treated as having failed an Ammo Check. There is no need to roll the Firepower dice unless the weapon also has the Rapid Fire (x) trait. The weapon can be reloaded or reset for later use within the battle as normal (unless it also has the Scarce trait or Limited trait). When using a weapon with this trait in close combat, it can only have one Attack dice allocated to it. Any other Attack dice that would have been allocated to it are allocated to the fighter's other weapon instead, or if the attacker does not have another weapon they are made as unarmed attacks.
Drag: If a target is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do, roll a d6; if the result is equal to or higher than the target's Strength (or in the case that the target is a carryable object, equal to or higher than 3) the target is dragged D3'' straight towards the attacker, stopping if they hit any obstruction; the 1'' rule does not apply during this movement. This can cause the target fighter to fall, if they are pulled off the edge of an elevated surface. If the weapon also has the Impale trait and hits more than one fighter, the last fighter to be hit is considered to be the target fighter for purposes of resolving this trait.
Enervating: When a fighter is hit by an attack made by an Enervating weapon, they are not Pinned and a wound roll is not made. Instead roll a D6; if the result of the roll is greater than the fighter's current Toughness or is a natural 6, they take a Flesh Wound (regardless of their Wounds characteristic). If a fighter is removed from the battle after being reduced to 0 Toughness by an Enervating weapon no Lasting Injury roll is made; the fighter goes into recovery.
Ensnare: When a fighter is hit by an attack with this trait they must make an Initiative check; if the fighter fails their check place an Ensnared marker next to them. An Ensnared fighter cannot move, and though they can still use ranged weapons and fight in close combat they suffer a -1 penalty to all attacks while opponents gain +1 to hit them with all attacks. If the fighter becomes Prone while Ensnared they cannot stand up again until they are no longer Ensnared. The fighter themselves or any other fighter in base contact with them may attempt to remove the Ensnared marker by taking an Exert (Double Action). A fighter cannot have more than one Ensnared marker on them at a time.
Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.
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.
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.
Grenade: Grenades are treated as a special type of ranged weapon. A Grenade may be thrown by an Active fighter as a Shoot action. Grenades do not have a Short range, and their Long range is determined by the attacking fighter's Strength. The Firepower dice is not rolled when attacking with a Grenade; an Ammo check must be rolled after each attack made with a Grenade. The Reload (Simple) Action cannot be taken on a weapon profile with the Grenade trait.
Heavy-G: Mark the location on the battlefield where a Heavy-G attack hits with a counter. An area of increased gravity and magnetic interference 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. All fighters and destructable objects within the affected area are hit by the Heavy-G attack. After the hit is resolved, a Heavy-G field remains in affect until it dissipates. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed. Until the Heavy-G field dissipates fighters can move through the affected area, but all movement is halved (rounding down). Additionally, ranged attacks across the affected area suffer a -1 penalty to hit and have their Strength reduced by 1. Don't roll a Scatter die for Blast weapons that miss a point within 6'' of the affected area, instead move the Blast marker the indicated distance towards the affected area.
Impale: If an attack made by this weapon hits and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1'' of this line, and within the weapon's Long Range, the one that is closest to the target is at risk of being hit. Roll a D6; on a 3 or more resolve the weapon's attack against that fighter subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more fighters.
Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an Intimidating weapon suffers a -2 penalty to their Nerve test.
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.
Knockback (Blast): 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.

If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength they are Knocked Back as described above; however they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved.

Knockback (Melee): 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.

If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up moving directly towards them after they have been Knocked Back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this.

Knockout: When a fighter is reduced to 0 Wounds by this weapon or already has 0 Wounds remaining and takes damage from this weapon, no Injury rolls are made and it is considered to be an Out Cold result (fighter will be available for their gang's next battle).
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.
Melee: This weapon can be used during close combat attacks without penalty.
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).
Noisy: When a Hidden fighter makes an attack using this weapon, opposing fighters within 18'' gain a free Detect action against them and gain a +4 bonus to their check.
Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.
Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.
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.
Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.
Potent: When rolling to wound with an attack that has this trait, you may roll two dice and select one for your result.
Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by other Power weapons or via the Parry skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.
Pulverize: After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's unmodified Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.
Radiation: When a fighter is hit by an attack made by an attack with this trait the attacker rolls a D6; if the result is higher than the target's current Toughness or is a natural 6 the target fighter takes a Flesh Wound (regardless of their Wounds characteristic). Do not make a Lasting Injury roll for a fighter taken Out of Action by a weapon with this trait; instead that fighter suffers the Enfeebled Injury.
Rapid Fire (X): 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. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

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.

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.

Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action as a Double action.
Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1.
Replacement: A weapon must be modified to fire this kind of special ammunition; the ammunition's profile replaces the weapon's normal profile. Additionally, other kinds of special ammunition cannot be used with a weapon modified in this way.
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.
Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.
Shock: When a fighter is hit by an attack made by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.
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.
Single Shot: A weapon profile with this trait can only be used once per game; any other weapon profiles the weapon has which lack this trait are unaffected. After use the affected weapon profile is treated as having automatically failed an Ammo Check, and the weapon profile cannot be reloaded by any means. There is no need to roll the Firepower dice unless the weapon profile also has the Rapid Fire (x) trait.
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.
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.
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.
Twin-linked: When a weapon with this trait scores at least one successful hit, add one additional hit to the total; if used in conjunction with an attack that uses a 3'' Blast marker the additional hit scatters D3+1'' from the center of the first hit, and if used in conjunction with an attack that uses a 5'' Blast marker the second hit scatters D6+1'' from the center of the first hit. Additionally when a weapon with this trait makes an ammo check two dice are rolled and the lower die is kept.
Unarmed: Close combat attacks made with this weapon are considered to be unarmed.
Unreliable: When making an Ammo check for a weapon with this trait, roll twice and apply the worst result.
Unstable: If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target.
Unstable (3''): If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload; center a 3'' Blast marker over the attacker and resolve a hit using the attacks's weapon profile against everything under the Blast marker. The attack is still resolved against the original target.
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.
Versatile: If the wielder of a Versatile weapon is Engaged, it counts as a Melee weapon. Otherwise, it counts as a Ranged weapon.
Virulent: Fighters have their Toughness reduced by 1 against attacks with this trait. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Web: After an attack with the Web trait has been resolved, roll a D6 if the target was hit but not taken Out of Action. On a 4+ they become Webbed; place a Webbed marker on their fighter card and treat the fighter as being Seriously Injured while they remain Webbed.

A Webbed fighter may make the Escape Webbing (Double) action; if they do roll a D6 and add to the result the fighter's Strength and an additional +1 for each friendly Active fighter within 1''. On a 7+ remove the Webbed token as the fighter breaks free and becomes Pinned; otherwise the fighter remains Webbed.

Friendly fighters within 1'' of a fighter with a Webbed marker on their fighter card may make the Cut Loose (Basic) action; if they do roll a D6 and add the friendly fighter's Strength. If a 1 is rolled the friendly fighter gets themselves stuck; place a Webbed token on the friendly fighter's card and their activation ends. On a 7+ the Webbed fighter is set free and becomes Pinned; remove the Webbed token from the Webbed fighter.