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.
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 thier activation ends.
On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.
Blinding: If a fighter is hit by a Blinding weapon,
make an Initiative check for the target. If it
is failed they are blinded. A blinded fighter loses their
Ready marker; if they do not have a Ready marker, they
do not gain a Ready marker at the start of the following
round. Until the next time the fighter is activated, they
cannot make any attacks other than reaction attacks, for
which any hit rolls will only succeed on a natural 6.
Photo-goggles or similar equipment the target has can be
used to help resist this effect.
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 Critical Injury.
Demolition: Grenades with the Demolition trait can be used when
making close combat attacks against scenery targets (such
as locked doors or scenario objectives). A fighter who uses
a grenade in this way makes one attack (regardless of how
many Attack dice they would normally roll), which hits
automatically.
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 fighter 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
the target is dragged D3'' straight towards the attacker,
stopping if they hit any terrain. If the target moves into another
fighter (other than the attacker), both fighters are moved
the remaining distance towards the attacker.
If the weapon also has the Impale special rule and hits
more than one fighter, only the last fighter to be hit can be
dragged.
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.
Entangle: Hits scored by weapons with the Entangle trait cannot be
negated by the Parry trait. In addition, if the hit roll for an
Entangle weapon is a natural 6, any Reaction attacks made
by the target have an additional -2 hit modifier.
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.
Flash: As the Blinding trait, but Flash attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds
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: Heavy-G attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds; instead 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.
Fighters can move through the affected area, but all movement is halved (rounding down); Squats are immune to this reduction in movement.
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.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
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 no Injury roll is
made; instead the fighter immediately goes Out of Action and is
removed from play. However no Lasting Injury roll is made for the fighter
and they will recover in time for the 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.
Melta: A weapon with this trait may be used to make a ranged attack against a targeted spot on the battlefield within its short range,
exactly as if it has the Blast trait. However, instead of using a Blast template place a Pitfall Crater at the spot on the battlefield hit,
underneath any fighters and removing any scatter terrain in that space from the battlefield.
Noisy: All opposing sentrys within 12'' are alerted immediately if this weapon is used.
Parry: After an enemy makes close combat attacks against a
fighter armed with a Parry weapon, the fighter can
force the attacking player to re-roll one successful hit.
If the fighter is armed with two Parry weapons, they
can force the attacking player to re-roll two successful
hits instead.
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.
Power: The weapon is surrounded by a crackling power field.
Attacks made by Power weapons cannot be parried except
by other Power weapons. In addition, if the hit roll for a
Power weapon is a 6, no save roll can be made against the
attack and its Damage is increased by 1.
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 a Radiation weapon,
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: If the hit roll for a Shock weapon is a natural 6, the wound roll
is considered to automatically succeed (no wound roll needs to be made).
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.
Single Shot: This weapon can only be used once per game. After use it
counts as having automatically failed an Ammo Check, and the weapon cannot be reloaded.
There is no need to roll the Firepower dice unless the
weapon 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 Toxin attack, before any Injury rolls are made the fighter's player must roll a D6.
If the result is equal to or higher than the fighter's current Toughness or is a natural 6 the fighter takes a Flesh Wound (regardless of their Wounds characteristic).
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, 5 or 6 they are trapped in webbing; 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 thier activation ends.
On a 7+ the Webbed fighter is set free and becomes Pinned; remove the Webbed token from the Webbed fighter.