Backstab: If the attacker is not within the target's vision arc, add 1 to
the attack's Strength.
Drag (X): After a hit made by an attack with this trait has been resolved normally
(i.e. after any wound, save, and injury rolls have been made), if the target was not taken Out of Action the attacker can attempt to drag the target towards themselves.
To resolve this, the attack is considered to have a Drag Force equal to the number shown in brackets + D3; if no number is specified the number is assumed to be equal to the attack's Strength.
For instance, an attack annotated as having Drag (5) has a Drag Force of 5 + D3, while an attack annotated as simply Drag has a Drag Force equal to the attack's Strength + D3.
The target is considered to have a Drag Resistance as indicated in the below table.
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
Subtract the target's Drag Resistance from the attack's Drag Force to determine the Drag Distance (minimum 0).
If the Drag Distance is 0, the target is unaffected by this trait.
Otherwise, the target is involuntarily moved that many inches straight towards the attacker, stopping if they come into contact with an opposing fighter's base (become Engaged).
For instance, a Strength 4 attack with this trait has a Drag Force of between 5 and 7, while a non-heavy carryable object has a Drag Resistance of between 2 and 4.
Thus, depending upon comparative dice rolls, such an object would be dragged between 1'' and 5'' by such an attack.
Similarly, a Strength 4 fighter has a Drag Resistance of between 5 and 7 and might be entirely unaffected by the same attack, but even in the worst case would be dragged no more than 2''.
If the target is moved off a ledge by this trait it falls and may suffer falling damage.
If the target is moved into an obstruction, the target stops moving and suffers a hit resolved with a Strength equal to the Drag Distance, no AP, and 1 Damage;
if the obstruction has Wounds, it also suffers an identical hit.
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.
If an attack with this trait also has the Impale trait and hits more than one fighter, the last fighter to be hit is considered to be the target for purposes of resolving this trait.
At the end of resolving this trait, if the target is a fighter and they remain Active, that fighter becomes Pinned.
Drag: on hit, Drag a # of inches = (attack S + D3) - (target's S + D3);
directly towards attacker. If obstacle encountered, suffer hit w/ S = Drag distance, no AP, 1 DMG, obstacle suffers same hit.
Entangle: Hits scored by attacks with the Entangle trait cannot be parried by the Parry trait (unless the fighter has the Parry Master skill). In addition, if the hit roll for an attack with this trait is a natural 6, any Reaction attacks made by the target suffer a -2 penalty to hit.
Melee: Attacks with this trait can be used during close combat without penalty.
Parry: Every ability that grants a fighter a Parry adds one use to a pool that refreshes each time this fighter initiates close combat or is declared as a close combat target, and empties at the end of the Fight action. Parry uses can be spent from this pool to force an Engaged enemy fighter to re-roll one successful close combat hit. However, if an attacker is outside a fighter's vision arc they must spend two Parry uses to force the enemy fighter to re-roll a successful hit.
Sidearm: Attacks with this trait can be used at range (using Ballistic Skill), and can also be used to make a single attack in close combat (using Weapon Skill).
If an attack with this trait has an Accuracy modifier, it does not apply in close combat.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Potent: When rolling to wound a living fighter with an attack that has this trait, reroll failed wounds once.
Toxin: When a fighter is wounded by an attack with this trait and does not successfully make a save, before Damage is applied roll a D6.
If the result is greater than the fighter's current modified Toughness they suffer a Flesh Wound. If this modifies the fighter's current Toughness to 0, they suffer a Memorable Death.
If the fighter is not killed, the attack's Damage is applied and resolved normally.
Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
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.
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.