Bionics: Hammer Arm

The Hammer Arm is a pneumatic hammer mounted on the end of a bionic arm.

This item is both a Bionic Arm and a weapon. A fighter with a bionic arm gains +2 WS while equipped with a bionic arm. If a fighter has not already suffered a Hand Injury (51 on the Permanent Injury table) at some point in the past, they suffer a Hand Injury when each bionic arm is added to the fighter. A fighter may have up to two bionic arms.

Short Rng
Long Rng
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Long Acc
Str
AP
Dmg
Ammo
Traits

Melee: Attacks with this trait can be used during close combat without penalty.

Intimidating: Any fighter who must make a Nerve test due to a friendly fighter being taken Out of Action by an attack that has this trait suffers a -2 penalty to their Nerve test.

Knockback (Melee): 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.

Push: If the attacker is not Ensnared and is not Engaged with another fighter, they may choose to move with the knocked back fighter, remaining in base contact and retaining relative positioning and facing.
Shove: If the attacker does not move with the knocked back fighter, the knocked back fighter becomes Pinned at their new location. This may require them to make an Initiative check to avoid falling.
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 (Melee): after failed save, KB a # of inches == (D6 + target's STR); directly away. If blocked, attack gains +1 DMG instead. Attacker can move with if able, otherwise target is Pinned. Target may fall, if applicable.

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.

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.