Choke grenades produce a non-lethal gas which causes those who inhale it to choke,
making them easy targets. Only those wearing respirators or armour which is
completely isolated from the local atmosphere are safe from a choke attack.
Those affected often fall to the floor and become incapacitated; some asphyxiate and die.
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.
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.
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.
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 higher than the
target's modified Toughness, 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.