Special Ammunition: Blunder shells (Shotgun)

These shotgun shells pack a sabot of miscellaneous shrapnel, turning a shotgun into a makeshift blunderbuss.

Short Rng
Long Rng
Short Acc
Long Acc

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.

Knockback: After a hit made by an attack with this trait has been resolved, if the target was not taken Out of Action they may be involuntarily moved away from the direction of the attack. To resolve this, the attack has a Knockback Force equal to the attack's Strength + D3. Subtract the value indicated in the Knockback Resistance table below from that Knockback Force to determine the Knockback Distance (minimum 0).
Knockback Resistance
The Target Is...
Value To Subtract
another fighter
target's modified Strength + D3
an object that can be carried
using the Carry Object action
1 + D3
an object that can be carried using
the Carry Heavy Object action
4 + D3

If the Knockback Distance is 0 the target is unaffected by this trait. Otherwise, the target is involuntarily moved that many inches directly away from the direction of the attack. If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Knockback Distance, no AP, and 1 Damage; if the obstruction has Wounds, it also suffers an identical hit.

For instance, a Strength 3 attack with this trait can generate Knockback Force between 4 and 6, while the Knockback Resistance of a Strength 3 fighter is also between 4 and 6. Thus, depending on comparative dice rolls, that fighter might be entirely unaffected or might be moved back 1'' or 2'' if hit by that attack.

The 1'' rule does not apply to this involuntary movement. If a target fighter would end their movement within 1'' of one or more enemy fighters they are instead moved into base contact with the nearest enemy fighter(s).

At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.

Falling: A fighter will fall if they are moved off a ledge or over a pitfall. They may also fall if they become Pinned near a ledge and fail the subsequent Initiative check. If this occurs, first finish resolving the attack which knocked them back, then resolve falling damage only if the knocked back fighter remains on the battlefield.
Knockback: on hit, KB a # of inches = (attack S + D3) - (target's S + D3); directly away. If obstacle encountered, suffer hit w/ S = KB distance, no AP, 1 DMG, obstacle suffers same hit.

Pulverize: After making an Injury roll for a successful attack that has this trait, 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.

Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.