Gear

Provided below is the equipment we use in our games. Prices and rarities are provided on the Trading Post page. Weapon traits are described on the Weapon Traits page

There's not much point in earning credits if there's nothing cool to spend them on. One of the most fun parts of playing Necromunda is going on a shopping spree at the Trading Post now and then to upgrade the gear available to a gang.

Archeotech

While there is a lot of technology floating around in the Hive of more modern or provincial origin, almost all of the higher tech gear to be found is typically referred to as Archeotech even though sometimes a given item may not actually be all that ancient.

This is primarily because the vast majority of such advanced technology is from a bygone and better era, and thus the term serves well enough to not matter much. Archeotech is very rare, very valuable, and usually very effective.

Xenotech

Xenotech is similar to Archeotech in rarity and power, but with a non-human origin. The Imperium is insular and xenophobic, but some items of Eldar, Squat, Tau, or other alien provenance sometimes makes its way into the Hive.

Commontech

Items of Common rarity are available at the listed costs to any gang able to use the Trading Post during Post-Battle Sequences and gang creation.

Packs

Some items are designed to be worn as a backpack, such as a Jump Pack, a Warp Pack, or an Autolauncher Pack. A fighter may only have one pack item on their fighter card at a time.

Fields

Fields are high tech man-portable personal protection devices that protect their wearer, such as Refractor, Displacer, Conversion, and Power Fields. These types of items are powerful and amazing, but their technologies are incompatible with each other; thus a fighter may only ever have one Field item on their fighter card at a time.

Bionics

Bionics are gear that is directly attached to a fighter's body, integrated with their physiology via surgery. Whether to replace a missing limb or to upgrade pliant flesh with unyielding technology, such cybernetic chicanery is pretty common in the underhive.

If a fighter joining a gang already has a bionic item, it is just part of their load out. However if a fighter gains one or more new bionic items during a Post-Battle Sequence and the fighter is not already in Recovery, the fighter goes into Recovery due to the surgery necessary to install their new bionics.

Some bionics are paired with a Permanent Injury; for instance a Bionic Arm corresponds to Hand Injury (51 on the Permanent Injury table). If a fighter has previously suffered a Permanent Injury and later is equipped with a bionic item that corresponds with that injury, the item offsets the original injury and also augments the fighter's capabilities beyond what they would normally be capable of. For instance a Hand Injury imposes a permanent -1 WS, but a Bionic Arm grants a +2 WS bonus while the fighter is equipped with one for a net bonus of +1 WS over the fighter's original characteristic.

However, if a fighter who has not suffered a corresponding Permanent Injury takes a bionic item of this kind, they suffer the corresponding Permanent Injury. For instance, if a fighter that has not already suffered an Eye Injury is equipped with a Bionic Eye item, to install the bionic item one of the fighter's eyes is cut out and thus the fighter suffers an Eye Injury.

If a fighter with two corresponding bionic items suffers a Permanent Injury of the same kind the fighter goes into Recovery instead of suffering the Permanent Injury being inflicted but one of the corresponding bionic items is deleted from the fighter's card immediately. For instance, if a fighter has two Bionic Eyes already and another Eye Injury is inflicted upon them, one of their Bionic Eyes is destroyed but the fighter goes into Recovery and suffers no further harm.

If a fighter with only one of this kind of bionic item suffers a Permanent Injury of the same kind, roll a D6. If the result is 4 or higher, the corresponding bionic item that the fighter is equipped with is destroyed but the fighter does not suffer the Permanent Injury being inflicted and goes into Recovery; delete the bionic item from the fighter's card immediately. If the result is 3 or less, the corresponding bionic item is unharmed but the fighter suffers the Permanent Injury again. For instance if a fighter with a Bionic Leg suffers the Hobbled Injury again, on a D6 roll of 4+ their existing bionic leg is destroyed, otherwise their non-bionic leg is affected and they take the Hobbled Injury again.

Some bionic items, such as a Chainsword Arm, include a weapon profile. Such items are usable as a weapon with the given weapon profile(s), but are considered to be Wargear and thus do not count against a fighter's available weapon slots.

Mutations

Mutations are purchased for fighters who are allowed to have one or more in a similar way to Equipment, but are permanent additions to a fighter and cannot be removed from the fighter by any means.


Armor

5
Rare (4)

Bone armour grants a 6+ save roll. However if a natural 1 is rolled when making an Armor Save for it, the Bone Armor is ruined; delete it from the fighter's card immediately.

20
Rare (9)

Carapace Armor grants a 4+ save roll. A fighter wearing Carapace Armor suffers a -1'' penalty to their Movement characteristic.

Carapace Armor grants a 4+ save roll.

20
Rare (6)

A Cuirass grants a 4+ save roll, but cannot be used vs attacks with the Accurate, Area, Blast, or Template traits.

10
Rare (5)

A fighter with a Fighting Harness gains a Parry in close combat. (*) Additionally, a Fighting Harness grants a unmodifiable Armor save of 6+ in close combat.

10
Rare (3)

Against attacks that have the Blast or Blaze traits Flak armour grants a 5+ save roll. Against all other attacks Flak armour grants a 6+ save roll.

10
Rare (7)

Furnace plates grant a 6+ save roll. This is increased to a 5+ save role against attacks made by fighters who are within the fighter’s vision arc. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the target does not have a facing (for example, if they are Prone) use the 6+ save roll.

10
Rare (2)

A Hazard Suit grants a 6+ save roll. Additionally, if a fighter wearing a Hazard Suit is hit by a weapon with the Gas, Radiation, Shock, or Toxin traits, their Toughness is increased by 2 for the purposes of rolls to determine whether they are affected.

5
Rare (1)

When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.

20
Rare (8)

Mesh armour grants a 5+ save roll.

50
Rare (12)

Power Armor grants a 3+ save roll.

10
Rare (10)

Still Suits grant a 6+ save roll. Additionally, if a fighter wearing a Still Suit would be wounded by an attack with the Melta, Blast, or Blaze traits you may delete this item from the fighter's card to reduce the attack's Damage by 1 (do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.).

Weapons (CCWs)

45
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
-
-
S+1
-2
2
-
Zap
3''
6''
+1
-1
3
-3
1
6+

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

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.

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

Single Shot: A weapon profile with this trait can only be used once per game; any other weapon profiles the weapon has which lack this trait are unaffected. After use the affected weapon profile is treated as having automatically failed an Ammo Check, and the weapon profile cannot be reloaded by any means. There is no need to roll the Firepower dice unless the weapon profile also has the Rapid Fire (x) trait.

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

15
Rare (3)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Chop
E
-
-
S+1
-1
2
-

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

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

20
Rare (2)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-

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

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

15
Rare (3)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

40
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bzzzz!
E
-
-
4
-2
2
-

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

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

40
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bzzzz!
E
-
+1
4
-1
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

5
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Smash
E
-
-
S
-
1
-

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

Knockout: When a fighter is reduced to 0 Wounds or already has 0 Wounds remaining and takes damage from an attack with this trait, an Injury roll is not made for that fighter. Instead, they are taken Out of Action with an Out Cold result (the fighter will be available for their gang's next battle).

50
Rare (13)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+1
-1
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Aegis
E
-
-
S
-
1
-

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

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.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

20
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

15
Rare (2)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stab
E
-
+1
S
-
1
-

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

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

20
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-

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

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
4
-1
1
-

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

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

An Active fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and their activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
0''
3''
-
-
4
-2
2
-
Melee
E
-
-1
4
-2
2
-

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

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

15
Rare (1)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Crush
E
-
-
S+1
-
2
-

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

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.

25
Rare (14)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

50
Rare (14)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
4
-1
D3
-

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

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.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

60
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BRRRZZZZ!
E
-
-2
7
-4
4
-

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.

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.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

25
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Thrust
E
-
+1
S
-1
1
-

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

Accurate: The standard rule that an attack roll of natural 1 automatically misses is ignored for attacks that have this trait. If an attack would hit on a 1+ or better, the roll of a 1 hits.

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

5
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shiv
E
-
-
S
-1
1
-

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

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-
1
-

Unarmed: Close combat attacks made with this weapon are considered to be unarmed.

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

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.

25
Rare (5)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-
2
-

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

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.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

25
Rare (4)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hack
E
-
+1
S
D3
1
-

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

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

40
Rare (4)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Hack
E
-
+1
S+1
D3
1
-

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

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

50
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-

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

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

60
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S+2
-2
1
-

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.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

50
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-1
2
-

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

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

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.

20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puncture
E
-
-
S
-2
1
-

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

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

50
Rare (10)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S+2
-3
2
-

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

Knockout: When a fighter is reduced to 0 Wounds or already has 0 Wounds remaining and takes damage from an attack with this trait, an Injury roll is not made for that fighter. Instead, they are taken Out of Action with an Out Cold result (the fighter will be available for their gang's next battle).

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

50
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-1
S+2
-2
D3
-

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

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

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.

Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
-
S+1
-2
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

40
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend
E
-
-
S+2
-1
2
-

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

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

25
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
BRRRZZZZ!
E
-
-1
5
-2
2
-

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

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.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

30
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Shield Bash
E
-
-1
S-1
-
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

35
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash & Zap
E
-
+1
4
-1
1
-

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

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

45
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
+1
-1
4
-
1
-
Melee
E
+1
-
4
-
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

45
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ranged
2''
3''
-
-
4
-
1
-
Melee
E
-
-
4
-
1
-

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

Entangle: Hits scored by weapons with the Entangle trait cannot be negated by the Parry trait (but can be negated by the Parry skill). In addition, if the hit roll for a weapon with this trait is a natural 6, any Reaction attacks made by the target have an additional -2 hit modifier.

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

10
Rare (1)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Klunk
E
-
-
S+1
-
1
-

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

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.

25
Rare (4)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Prick
E
-
+1
S
-1
1
-

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

Backstab: If the attacker is not within the target's vision arc, add 1 to the attack's Strength.

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

30
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
+1
S
-1
1
-

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

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

40
Rare (12)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
E
-
-
S
-2
1
3+

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

Shock: When a fighter is hit by an attack with this trait the attacker rolls a D6. If the result is higher than the target's current Toughness (including modifications such as Flesh Wounds or stimm-slugs) or is a natural 6 the target fighter is momentarily staggered; they lose their Ready marker if they have one and cannot make Reaction attacks for the remainder of this turn.

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.

Shield: If a fighter is carrying a shield, their Armor save roll is improved by 1. If a fighter does not already have a Armor save roll, a shield grants a Armor save of 6+.

25
Rare (7)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash
E
-
+1
S
-1
1
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

50
Rare (9)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bzzzz!
E
-
+1
5
-1
2
-

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

Parry: After an enemy makes close combat attacks against this fighter and rolls to hit, until this fighter has no further Parry options available to them this fighter's controlling player can force the attacking player to re-roll one successful hit per Parry.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

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.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits

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

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.

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.

Power: The weapon is surrounded by a crackling power field. Attacks made by Power weapons cannot be parried except by weapons that have both the Power and Parry traits, energy based shields, or via the Parry Master skill. In addition, if the hit roll for a Power weapon is a 6, that hit automatically wounds.

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

20
Rare (3)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Biggie
E
-
-1
S+2
-1
2
-

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

Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat treats the Shoot action as a Double action. A fighter who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time. Unwieldy weapons take up two weapon slots.

Weapons (Pistols)

50
Rare (11)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slugthrower
8''
18''
+1
-
4
-1
1
5+
Boltthrower
9''
18''
+1
-
5
-1
1
5+
Shotthrower
6''
12''
+1
-
3
-1
1
5+
Lightthrower
12''
18''
+1
-
4
-1
1
5+
Needlethrower
10''
16''
+1
-
4
-2
1
5+
Heatthrower
4''
8''
+1
-
8
-4
1
5+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

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.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.

Blinding: a fighter hit by an attack with this trait must make an Initiative check. If this check is failed the fighter loses their Ready marker if they have one, and becomes blinded; place a Blind marker next to the fighter or on their Fighter Card. A blinded fighter cannot make any attacks other than reaction attacks, for which all hit rolls only succeed on a natural 6. If a blinded fighter moves as part of an action they instead move D3'' in a random direction determined by the scatter die, stopping if they make base contact with an obstacle; fighters moving in this way can Engage enemy fighters. When a blinded fighter is activated, roll a D6; on a 3+ the fighter is no longer blinded and the Blind marker is removed. Some equipment and abilities provide resistance or immunity to being blinded. Attacks with this trait that are also 0 Strength and inflict 0 damage do not cause hit targets to be Pinned.

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

Toxin: When a fighter does not or cannot make a successful Armor save against a wounding attack that has this trait, before Damage is applied from the attack the fighter's player must roll a D6. If the result is equal to or higher than the fighter's current modified Toughness the fighter suffers a Wound if they have any remaining and if not they suffer a Flesh Wound. Then the attack's Damage is applied and resolved normally.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

10
Common
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
4''
12''
+1
-
3
-
1
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Caseless
6''
18''
+1
-
3
-
1
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

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.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
1
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
9''
18''
+1
-
4
-1
1
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
2
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt
6''
12''
+1
-
4
-1
2
6+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
12''
-
-2
4
D3
1
5+

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Rending: If the roll to wound with a Rending weapon is a natural 6, the attack's Damage is increased by 1 and its Armor Penetration is increased by 1.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolt-bolt
6''
12''
+1
-
4
-1
1
5+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Rapid Fire (X): When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle.

If a Rapid Fire weapon scores more than one hit, the hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3" of the first who are also within range and line of sight. These must not be any harder to hit than the original target...for example if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.

Rapid Fire also works in close combat when on a weapon that also has the Pistol trait.

Twin-linked: When a weapon with this trait scores at least one successful hit, add one additional hit to the total; if used in conjunction with an attack that uses a 3'' Blast marker the additional hit scatters D3+1'' from the center of the first hit, and if used in conjunction with an attack that uses a 5'' Blast marker the second hit scatters D6+1'' from the center of the first hit. Additionally when a weapon with this trait makes an ammo check two dice are rolled and the lower die is kept.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Stub
6''
12''
+2
-
3
-
1
4+
Plasma
6''
12''
+2
-
5
-1
2
5+

Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. However, when making an Ammo check with a Combi weapon two dice are rolled and the lower result is taken.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
10''
18''
+1
-
3
-
1
3+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Accurate: The standard rule that an attack roll of natural 1 automatically misses is ignored for attacks that have this trait. If an attack would hit on a 1+ or better, the roll of a 1 hits.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Scathing: If the hit roll for an attack made by a weapon with this trait is a natural 6, the attack's Strength is increased by 1 and its Armor Penetration is increased by 1.

20
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Flachette
5''
10''
+1
-
2
D3
1
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.

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

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.

100
Rare (14)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
3''
6''
+2
+1
8
-4
3
4+

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.

10
Rare (4)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grapeshot
2''
4''
+1
-1
3
-
1
-

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.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

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

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.

5
Rare (4)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
X-bow Bolt
5''
10''
+2
-
3
+1
1
-

Pistol: Pistols can be used to make ranged attacks, and can also be used in close combat. If a Pistol has an Accuracy modifier, it applies to ranged attacks only.

Plentiful: Ammunition for this weapon is incredibly common. When reloading it no Ammo check is required, the weapon is automatically reloaded.

Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.

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.

50
Rare (6)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Puff
E
-
+1
3
-
1
5+
Sustained
T
-
-
3
-
1
5+

Blaze: After an attack with the Blaze trait has been resolved roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 the target catches fire; place a Blaze marker on their fighter card. At the end of each of their own activations a fighter who remains on fire suffers a Strength 3, AP -1 and if they are not prone the fighter becomes Broken and begins Running for Cover.

An Active fighter with a Blaze marker on their fighter card may make the Stop Drop and Roll (Double) action; if they do the fighter becomes Pinned (if they are not already prone); roll a D6 and add 1 to the result for each friendly Active fighter within 1''. On a 3+ the fire is extinguised; remove the Blaze token. On a 1 or 2 the fighter remains on fire and their activation ends.

Friendly fighters within 1'' of a fighter with a Blaze marker on their fighter card may make the Extinguish Blaze (Basic) action; if they do roll a D6. On a 1 is rolled the friendly fighter catches fire as well; place a Blaze token on their fighter card and their activation ends. On a 4+ the fire is extinguised; remove the Blaze token from the on fire fighter.

Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.

Exiguous: Some weapons that have multiple profiles share a single source of ammo, a common reservoir of fuel, or a shared breech that must be cleared in case of a jam. If any one of the weapon's profiles with this trait is Out of Ammo, all of the weapon's profiles that have this trait are also Out of Ammo. A successful reload of any one of this weapon's profiles that have this trait reloads all of this weapon's profiles that have this trait.

50
Rare (8)
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Spike
E
-
+1
2
-2
1
5+