Wargear: Gas Trap

A Gas Trap is one or more gas canisters attached to a detonator. A Gas Trap is a single use item; it is deleted from a fighter's card once used.

If a fighter carrying a Gas Trap is taken Out of Action, roll a D6. On a 4+, the fighter is removed from the battlefield as usual along with the Gas Trap. Otherwise the fighter drops the Gas Trap. Delete the item from that fighter's card and set up a Gas Trap marker onto the battlefield at the location the fighter occupied prior to being taken Out of Action. If a 1 was rolled, the trap is triggered immediately. Otherwise, the Gas Trap is armed and remains on the battlefield.

If any fighter moves into or begins to move while within a 2.5" radius of a Gas Trap marker on the battlefield by any means, that fighter's controlling player must roll a D6. On a 5+, the Gas Trap is not triggered and remains on the battlefield, and the fighter's movement resumes. Otherwise the fighter's movement ends, and if they were moving voluntarily as part of an action that action also ends. Then, the Gas Trap is triggered.

Any fighter can target a Gas Trap marker on the battlefield with ranged attacks. Doing so has a -1 modifier to the hit roll at Short range, or a -2 modifier at Long range. If the Gas Trap is hit, roll a D6. On a 1-2, the Gas Trap is unaffected. On a 3-4, the Gas Trap is immediately triggered. On a 5-6, the Gas Trap is disarmed and the marker is removed.

When an Active fighter carrying a Gas Trap that is able to make a Double action is activated, that fighter's controlling player can delete a Gas Trap from that fighter's card. If they do, that fighter then makes the following action:

Set Gas Trap (Double): This fighter makes a Standard Move +D3''. The controlling player must set up onto the battlefield a Gas Trap marker at any point along the fighter's path of movement.

When triggered, a Gas Trap makes an attack centered on itself with the Gas and Area traits. Fighters who are immune to the Gas trait are unaffected by this attack, and fighters who gain bonuses to resist the Gas trait may apply those bonuses against this attack.

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.
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.