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
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.
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.
A Cuirass grants a 4+ save roll, but cannot be used vs attacks with the Accurate, Area, Blast, or Template traits.
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.
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.
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.
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.
When this fighter is targeted by close combat attacks, there is a -1 modifier to the hit roll.
Mesh armour grants a 5+ save roll.
Power Armor grants a 3+ save roll.
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)
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).
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.
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.
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.
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.
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.
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.
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.
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).
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.
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).
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+.
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.
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.
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.
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.
Ranged
0''
3''
-
-
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.
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.
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.
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.
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.
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.
Melee: Attacks with this trait can be used during close combat without penalty.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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+.
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.
Ranged
2''
3''
+1
-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.
Ranged
2''
3''
-
-
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.
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).
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.
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.
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.
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+.
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.
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.
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).
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.
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)
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
Sustained
T
-
-
2
-2
1
5+
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
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.
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Pew Pew
8''
12''
+1
-
3
-
1
2+
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.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Needle
4''
9''
+2
-
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.
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.
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.
Needle
6''
12''
+2
-
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.
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.
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.
Low
6''
12''
+2
-
5
-1
2
5+
Maximal
6''
12''
+1
-
7
-2
3
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce 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.
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.
Plas
6''
12''
+2
-
5
-1
2
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Rad!
4''
8''
-
-
3
-2
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.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Zap!
4''
9''
+1
-1
4
-
1
2+
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.
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.
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.
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.
Manstopper
5''
10''
-
-1
4
-1
D3
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).
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.
Stubs
6''
12''
+2
-
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Stubs
9''
18''
+1
-
4
-
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
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).
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.
High Caliber
6''
12''
+1
-
4
-
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.
Pew Pew Pew!
8''
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
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.
Weapons (Basic)
Caseless
8''
24''
+1
-
3
-
1
4+
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Replacement: A weapon must be modified to fire this kind of special ammunition; the ammunition's profile replaces the weapon's normal profile. Additionally, other kinds of special ammunition cannot be used with a weapon modified in this way.
Bolt
12''
24''
+1
-
4
-1
1
4+
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.
Bolt
18''
36''
+1
-
4
-1
1
4+
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.
Bolt
12''
24''
+1
-
4
-1
2
4+
Bolt
12''
24''
+1
-
4
-1
2
6+
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.
Ammunition is purchased for this weapon separately.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
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.
Hail
12''
18''
-
-1
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.
Hail
6''
24''
-
-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.
Ammunition is purchased for this weapon separately.
X-bow Bolt
10''
20''
+2
-
4
+1
1
-
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.
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).
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.
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.
Javelin
Sx2
Sx4
-
-
S
-
1
5+
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.
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.
Pew Pew
18''
24''
+1
-
3
-
1
2+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Needle
9''
18''
+1
-
4
-1
1
5+
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.
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
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.
Buckshot
4''
8''
+2
-
2
-
1
3+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Ammunition is purchased for this weapon separately.
Shotthrower
9''
18''
+1
-
3
-2
1
5+
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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).
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.
Stubs
10''
24''
+1
-
4
-
1
4+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Stubs
18''
36''
+1
+1
4
-
1
3+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Ammunition is purchased for this weapon separately.
Weapons (Specials)
Slugthrower
16''
36''
+1
-
4
-1
1
5+
Boltthrower
18''
36''
+1
-
5
-1
1
5+
Shotthrower
9''
18''
+1
-
3
-2
1
5+
Lightthrower
24''
36''
+1
-
4
-1
1
5+
Needlethrower
20''
32''
+1
-
4
-2
1
5+
Heatthrower
8''
16''
+1
-
8
-4
2
5+
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).
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.
BURP!!!
10''
30''
+1
-1
3
-
1
4+
Rapid Fire (Selective): A weapon with this trait is used as if it has the Rapid Fire (1) trait normally, but
optionally may be used as if it has the Rapid Fire (2) trait if the fighter using it treats the Shoot action
as a Double action.
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.
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).
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.
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.
Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.
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 higher than the
target's modified Toughness, 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.
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.
Fusillade
12''
36''
-
-2
4
D3
1
5+
Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.
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.
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.
Stormbolter
12''
24''
+1
-
4
-1
1
5+
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.
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.
Bolter
12''
24''
+1
-
4
-1
1
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.
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.
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.
Bolter
12''
24''
+1
-
4
-1
1
5+
Melta
6''
12''
+1
-
8
-4
3
4+
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.
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Bolter
12''
24''
+1
-
4
-1
1
5+
Needler
9''
18''
+1
-
4
-1
1
6+
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.
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.
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.
Bolter
12''
24''
+1
-
4
-1
1
5+
Plasma
12''
24''
+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.
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Lasgun
18''
24''
+1
-
3
-
1
2+
Melta
6''
12''
+1
-
8
-4
3
4+
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Lasgun
18''
24''
+1
-
3
-
1
2+
Plasma
12''
24''
+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.
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.
Lasgun
18''
24''
+1
-
3
-
1
2+
Radthrower
T
-
-
2
-2
1
4+
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.
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
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.
Flachette
10''
20''
+1
-
2
D3
1
4+
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.
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.
Ammunition is purchased for this weapon separately.
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.
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.
Impale: If an attack made by this weapon hits and wounds the
target, and the save roll is unsuccessful (or no save roll is
made), the projectile continues through them and might hit
another fighter! Trace a straight line from the target,
directly away from the attacker. If there are any fighters
within 1'' of this line, and within the weapon's Long
Range, the one that is closest to the target is at risk of
being hit. Roll a D6; on a 3 or more resolve the
weapon's attack against that fighter subtracting 1 from the
Strength. The projectile can continue through multiple
fighters in this way, but if the Strength is reduced to 0, it
cannot hit any more fighters.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Toss
Sx2
Sx3
-
-1
S
-1
1
4+
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.
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.
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.
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.
Melter
6''
12''
+1
-1
6
-2
2
4+
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.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
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.
Burst
3''
9''
+2
-
4
-1
1
3+
Charged
3''
9''
+2
-
6
-2
2
5+
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.
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.
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.
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.
Ammunition is purchased for this weapon separately.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Low
12''
24''
+2
-
5
-1
2
5+
Maximal
12''
24''
+1
-
7
-2
3
5+
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce 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.
Plasma
12''
24''
+2
-
5
-1
2
5+
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.
Rad!
8''
16''
-
-1
2
-2
1
4+
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
Blast (3''): The weapon uses a 3” Blast marker.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
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.
Zap!
9''
15''
+1
-1
4
-
D3
2+
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
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.
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).
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.
BZAP!
24''
36''
+1
-
4
-1
1
3+
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.
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.
Needle
14''
28''
+2
-
4
-1
1
5+
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.
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.
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.
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).
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.
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.
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.
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.
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.
Unstable (3''): 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; center a 3'' Blast marker over the attacker and resolve
a hit using the attacks's weapon profile against everything under the Blast marker.
The attack is still resolved against the original target.
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.
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
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.
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.
Zap
3''
6''
+1
-1
3
-3
1
6+
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).
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.
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 (Heavies)
Ammunition is purchased for this weapon separately.
Bolt
18''
36''
-
-
5
-2
1
5+
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.
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.
Bolt
18''
36''
+1
-
5
-2
2
4+
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.
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.
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.
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.
Low
18''
36''
+1
-
7
-3
2
5+
Maximal
18''
36''
-
-
8
-3
3
5+
Blast (3''): The weapon uses a 3” Blast marker.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
Unstable (3''): 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; center a 3'' Blast marker over the attacker and resolve
a hit using the attacks's weapon profile against everything under the Blast marker.
The attack is still resolved against the original target.
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.
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.
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.
Melta: Attacks with this trait deal +1 Damage against targets that have an Armor save and objects that have one or more Wounds.
Blast (3''): The weapon uses a 3” Blast marker.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
Blast (5''): The weapon uses a 5” Blast marker.
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.
Grenades
KA-CHOKE
Sx3
-
-
0
-
0
6+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Deadly: If a Lasting Injury roll would be made for a fighter put Out of Action by an attack with a weapon that has the Deadly trait, instead a D6 is rolled for that fighter. If the result is a 6 the fighter suffers a Memorable Death, otherwise the fighter suffers a Grievous Injury.
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.
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 higher than the
target's modified Toughness, 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.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Knockback (Blast): 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).
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.
Blast: If an attack with this trait also has the Blast (3'') or Blast (5'') traits, this trait applies to all fighters within the blast's area.
Resolve the effect of the attack starting with the fighter furthest from the center of the Blast marker and then moving to the next furthest.
Knocked back fighters are moved away from the center of the Blast marker rather than directly back from the attacker.
If a knocked back fighter is directly centered under the Blast marker, roll a Scatter dice to determine the direction they are moved; if a 'HIT' is rolled the attacking player decides the direction.
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 (Blast): after failed save, KB a # of inches == (D6 + target's STR);
away from center of blast. If blocked, attack gains +1 DMG instead. Target may fall, if applicable.
Blast (3''): The weapon uses a 3” Blast marker.
KRA-KOW
Sx3
-
-1
6
-2
D3
4+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Demolition: When rolling to wound an object that has one or more Wounds, two dice are rolled and the lowest rolling dice is discarded before resolving the outcome.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
FLASH-BANG
Sx3
-
-
0
-
0
5+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
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.
Blast (5''): The weapon uses a 5” Blast marker.
KA-SIZZLE
Sx3
-
-
5
-1
2
6+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Blast (3''): The weapon uses a 3” Blast marker.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
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.
Blast (3''): The weapon uses a 3” Blast marker.
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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
KA-KLICK
Sx3
-
-1
2
-2
1
4+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Radiation: When a fighter is hit by an attack with this trait, before rolling to wound, place a Radiation marker on their fighter card.
At the start of the Recovery step of the End Phase, in initiative order each player selects one of their fighters that has one or more Radiation markers on them
and removes D3-1 Radiation markers from that fighter. Then, if the number of Radiation markers on that fighter exceeds their current modified Toughness, they
immediately go Out of Action and into Recovery. If a fighter put Out of Action in this way is subject to the Permanent Injury outcome of a Lasting Injury,
that fighter suffers the Enfeebled injury (-1 Toughness).
Blast (3''): The weapon uses a 3” Blast marker.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Knockback (Blast): 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).
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.
Blast: If an attack with this trait also has the Blast (3'') or Blast (5'') traits, this trait applies to all fighters within the blast's area.
Resolve the effect of the attack starting with the fighter furthest from the center of the Blast marker and then moving to the next furthest.
Knocked back fighters are moved away from the center of the Blast marker rather than directly back from the attacker.
If a knocked back fighter is directly centered under the Blast marker, roll a Scatter dice to determine the direction they are moved; if a 'HIT' is rolled the attacking player decides the direction.
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 (Blast): after failed save, KB a # of inches == (D6 + target's STR);
away from center of blast. If blocked, attack gains +1 DMG instead. Target may fall, if applicable.
Blast (5''): The weapon uses a 5” Blast marker.
Penetrating: When a weapon with this trait successfully hits, it has D3 Armor Penetration against the target.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
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.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Blast (3''): The weapon uses a 3” Blast marker.
Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result.
If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far
away they run from the source of this attack.
A Pinned fighter who fails their Nerve test will stand up before Running for Cover.
This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.
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 higher than the
target's modified Toughness, 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.
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Smoke: Smoke weapons do not cause hits on fighters,
they do not cause Pinning and cannot inflict Wounds.
Instead mark the location where they hit with a counter.
They generate an area of dense smoke, which extends 2.5''
out from the center 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 can move through the smoke, but it blocks line
of sight and a fighter who is in the smoke effectively has no vision arc.
Anything that cannot be seen by a fighter due to the smoke cannot be
targeted, but attacks with the Blast or Template traits
that don't declare a target can be used normally.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
KA-BLOOEY
Sx3
-
-1
3
-1
1
5+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Knockback (Blast): 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).
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.
Blast: If an attack with this trait also has the Blast (3'') or Blast (5'') traits, this trait applies to all fighters within the blast's area.
Resolve the effect of the attack starting with the fighter furthest from the center of the Blast marker and then moving to the next furthest.
Knocked back fighters are moved away from the center of the Blast marker rather than directly back from the attacker.
If a knocked back fighter is directly centered under the Blast marker, roll a Scatter dice to determine the direction they are moved; if a 'HIT' is rolled the attacking player decides the direction.
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 (Blast): after failed save, KB a # of inches == (D6 + target's STR);
away from center of blast. If blocked, attack gains +1 DMG instead. Target may fall, if applicable.
Blast (5''): The weapon uses a 5” Blast marker.
KA-TRIPPY
Sx3
-
-
0
-
0
4+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
Heavy-G: Mark the location on the battlefield where a Heavy-G attack hits with a counter. An area of increased gravity and magnetic interference extends 2.5'' out from the center 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. All fighters and destructable objects within the affected area are hit by the Heavy-G attack. After the hit is resolved, a Heavy-G field remains in affect until it dissipates. In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed. Until the Heavy-G field dissipates fighters can move through the affected area, but all movement is halved (rounding down). Additionally, ranged attacks across the affected area suffer a -1 penalty to hit and have their Strength reduced by 1. Don't roll a Scatter die for Blast weapons that miss a point within 6'' of the affected area, instead move the Blast marker the indicated distance towards the affected area.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
KA-GROSS
Sx3
-
-
0
-
0
4+
Grenade: Grenades are treated as a special type of ranged weapon.
A Grenade may be thrown by an Active fighter as a Shoot action.
Grenades do not have a Short range, and their Long range
is determined by the attacking fighter's Strength. The Firepower
dice is not rolled when attacking with a Grenade; an Ammo check
must be rolled after each attack made with a Grenade.
The Reload (Simple) Action cannot be taken on a weapon profile with the
Grenade trait.
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.
Enervating: When a fighter is hit by an attack made by an Enervating weapon,
they are not Pinned and a wound roll is not made. Instead roll a D6; if the
result of the roll is greater than the fighter's current Toughness or is a natural 6,
they take a Flesh Wound (regardless of their Wounds characteristic). If a fighter is removed
from the battle after being reduced to 0 Toughness by an Enervating weapon
no Lasting Injury roll is made; the fighter goes into recovery.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
Ammunition
Acid
4''
16''
+1
-
3
-1
1
4+
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.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Bow
10''
20''
-
-
S
-
D3
4+
Long Bow
20''
30''
-
-
S
-
D3
4+
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
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.
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).
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.
Scatter
4''
8''
+2
-
2
-
1
4+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Choke
6''
24''
-1
-
0
-
0
6+
Blast (3''): The weapon uses a 3” Blast marker.
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 higher than the
target's modified Toughness, 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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
Stub Rifle
8''
20''
+1
-
5
-
1
4+
Stub Pistol
5''
10''
+1
-
4
-
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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
Executioner
4''
16''
-1
+1
4
-2
D3
6+
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Bow
10''
20''
-
-
3
-
1
5+
Long Bow
20''
30''
-
-
3
-
1
5+
Blast (3''): The weapon uses a 3” Blast marker.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
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.
Firestorm
T
-
-
5
-1
1
6+
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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
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.
Frag
6''
24''
-1
-
3
-
1
6+
Blast (3''): The weapon uses a 3” Blast marker.
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).
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.
Stub Rifle
8''
24''
-1
+1
4
-1
D3
6+
Stub Pistol
4''
12''
-1
+1
3
-1
D3
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.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Hotburst
8''
16''
+1
-
3
+1
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.
Lasgun
18''
32''
+1
-
3
-1
1
3+
Laspistol
8''
16''
+1
-
3
-1
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.
Bow
10''
20''
+1
+1
S
-1
1
4+
Long Bow
20''
30''
+1
+1
S
-1
1
4+
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
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.
Bow
10''
20''
-
-
S
-
1
6+
Long Bow
20''
30''
-
-
S
-
1
6+
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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
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.
Incendiary
4''
16''
+1
-
4
-1
1
6+
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Inferno
4''
16''
+1
-
4
-1
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.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Krak
6''
24''
-1
-
6
-2
D3
6+
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Plasma
6''
24''
-1
-
5
-1
2
6+
Blast (3''): The weapon uses a 3” Blast marker.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Bow
10''
20''
-
-
S
-
1
4+
Long Bow
20''
30''
-
-
S
-
1
4+
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
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.
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.
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.
Bow
8''
16''
-
-
S-1
-
1
2+
Long Bow
18''
26''
-1
-1
S-1
-
1
2+
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.
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.
Autopistol
3''
12''
-1
+1
3
-1
1
3+
Autopistol (MC)
4''
16''
-1
+1
3
-1
1
3+
Autogun
6''
24''
-1
+1
3
-1
1
3+
Assault Rifle
8''
30''
-1
+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.
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.
Replacement: A weapon must be modified to fire this kind of special ammunition; the ammunition's profile replaces the weapon's normal profile. Additionally, other kinds of special ammunition cannot be used with a weapon modified in this way.
Scarce: The Reload (Simple) Action cannot be taken on a weapon profile with the Scarce trait.
Salvo
4''
12''
+1
-
4
-
2
4+
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).
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.
Scare
6''
24''
-1
-
0
-
0
6+
Blast (3''): The weapon uses a 3” Blast marker.
Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result.
If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far
away they run from the source of this attack.
A Pinned fighter who fails their Nerve test will stand up before Running for Cover.
This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.
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 higher than the
target's modified Toughness, 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.
Limited: If an Ammo check is failed for a weapon profile with the Limited trait, the weapon profile is deleted from the fighter card immediately. Do not recalculate the fighter's Rating until the Update Roster step of the Post-Battle Sequence.
Scatter
4''
8''
+2
-
2
-
1
4+
Scattershot: When a target is hit by a scattershot attack, make D6 wound rolls instead of 1.
Shortburst
8''
16''
+1
-
4
-
2
4+
Plentiful: Ammunition for this weapon is incredibly common. When
reloading it no Ammo check is required, the weapon is
automatically reloaded.
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).
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.
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.
Smoke
6''
24''
-1
-
0
-
0
4+
Smoke: Smoke weapons do not cause hits on fighters,
they do not cause Pinning and cannot inflict Wounds.
Instead mark the location where they hit with a counter.
They generate an area of dense smoke, which extends 2.5''
out from the center 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 can move through the smoke, but it blocks line
of sight and a fighter who is in the smoke effectively has no vision arc.
Anything that cannot be seen by a fighter due to the smoke cannot be
targeted, but attacks with the Blast or Template traits
that don't declare a target can be used normally.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Solid
8''
16''
+1
-
4
-
2
4+
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).
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.
Bow
10''
20''
-
-
S
-
1
3+
Long Bow
20''
30''
-
-
S
-
1
3+
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.
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.
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.
Attachments
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
This is not combinable with similar items or effects.
+1 Firepower die hit.
A bayonet is a knife, sword, or spike-shaped weapon designed to fit on the end of a rifle's muzzle, allowing it to be used as a spear.
Such weapons are also usable unattached as an effective close combat weapon.
Attached
E
-
+1
S+1
-1
1
-
Unattached
E
-
-
S
-1
1
-
When rolling to hit with a weapon that has this attachment,
add one additional hit to the total rolled on the Firepower dice.
Additionally, this fighter adds +1 to Ammo checks made with the weapon this item is attached to.
This is not combinable with similar items or effects.
+1 Firepower die hit, +1 to Ammo checks.
This fighter adds +1 to Ammo checks made with the weapon this item is attached to.
This is not combinable with similar items or effects.
+1 to Ammo checks.
Once per battle you may re-roll a failed hit roll or a failed wound roll made for an attack using the attached weapon; the re-rolled result must be taken.
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
When a fighter attacks with this weapon, before rolling to hit they must make an Initiative check. If the check is passed the fighter gains +1 to hit with this attack, and if the check is failed they suffer a -1 penalty to hit with this attack.
Before rolling to hit make an Initiative check; gain +1 to hit if check succeeds, suffer -1 penalty if check fails.
The attached weapon's Melee weapon profile gains the Parry trait.
A weapon with an Infra-sight can be used to attack through smoke clouds, and is unaffected by low-light conditions. In addition, there is no hit modifier when the weapon targets a fighter in partial cover, and a -1 modifier (instead of -2) when it targets a fighter in full cover. Weapons with the Rapid Fire Trait cannot be fitted with an Infra-sight.
attack through smoke clouds, unaffected by low-light, reduce cover penalty by 1.
The weapon's Short range accuracy bonus is improved by
1 (for example, if it is +1 it becomes +2; if it is – it
becomes +1; if it is -1 it becomes – ).
(Modifiers have been applied directly to profile.)
If the fighter attacks with this weapon after making an Aim action, add 2 to the result of the hit roll instead of 1.
Aim grants +2 to hit instead of +1.
This item adds the Silent trait to all weapon profiles of the weapon it is attached to.
When the fighter using the weapon this item is attached to is activated, if the
weapon has a weapon profile that is Out of Ammo and the ammo type is not Scarce
or Limited, the fighter may make a free Reload (Simple) action.
May take free Reload (Simple) action when activated.
An Unwieldy ranged weapon fitted with suspensors is far more maneuverable. Firing it becomes a Basic action rather than a Double action.
May fire Unwieldy ranged weapon as a Basic action.
The weapon's Long range accuracy bonus is improved by 1 (for example, if it is +1 it becomes +2; if it is – it becomes +1; if it is -1 it becomes – ).
(Modifiers have been applied directly to profile.)
If a fighter attacks with this weapon this round after making an Aim action, the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range.
After Aim action taken, until end of round use Short range accuracy modifier at Long range.
An Active fighter equipped with an Underslung Grenade Launcher may select a Grenade that they have on their profile that is not out of ammo and then take the following action:
Shoot Underslung Grenade Launcher (Double): The fighter uses their Underslung Grenade Launcher to shoot the selected Grenade. This follows the standard rules for throwing the selected Grenade, except the attack has a Long range of 18'' instead of the normal Strength based range of a Grenade.
Take Double action to use equipped Grenade with 18'' Long Range.
A weapon stabilizer may be a bipod, tripod, sling straps, or something more exotic such a gyrostabilizer or anti-gravity based device.
An Active or Prone fighter with a weapon stabilizer can make the following action:
Stabilize Weapon (Basic): The Short range of the attached weapon gains +2'' and the Long range of the attached weapon gains +4''. If the weapon is Unwieldy, this fighter may take a free Aim action prior to taking a Shoot action with the weapon. This bonus is removed if this fighter changes facing, takes an action other than Aim or Shoot, or moves for any reason (including Knockback, standing up if prone, or falling prone if standing).
Many ranged weapons have a reinforced stock that can be used as a bludgeoning weapon capable of generating enough force to shatter a skull and / or knock a foe to the ground.
Bionics
The first time in each game that an Injury roll is made for
a fighter with a biobooster, one less Injury dice is rolled.
If only one dice should have been rolled,
no Injury roll is made and the fighter takes a Flesh Wound.
A fighter with a bionic actuator gains +2 S while equipped with a bionic actuator.
If a fighter has not already suffered a Spinal Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Spinal Injury when a bionic actuator is added to the fighter.
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.
Metal Arm: A bionic arm is considered to be a S+1, - AP, 1 Damage close combat weapon with the Melee trait, and thus grants a Dual Weapon dice in close combat if the fighter has another close combat weapon.
A fighter with a bionic cogitator gains +2 Ld, +2 Cool, +2 Wil, +2 Int while equipped with a bionic cogitator.
Additionally if the fighter is a sentry they add +1 for each bionic cogitator they have to their rolls to detect enemy fighters.
If a fighter has not already suffered a Head Injury (55 on the Permanent Injury table) at some point in the past, they suffer a Head Injury
when a bionic cogitator is added to the fighter.
A fighter may have up to two bionic cogitators.
A fighter gains +2 BS for each bionic eye they are equipped with.
If a fighter has not already suffered an Eye Injury (52 on the Permanent Injury table) at some point in the past, they suffer an Eye Injury
when a bionic eye is added to the fighter.
A fighter may have up to two bionic eyes.
Improved Optics: A fighter with at least one bionic eye can see and attack through smoke clouds and is unaffected by low-light conditions.
Additionally, the fighter adds 1 to the result of any check to resist being blinded for each bionic eye they have.
A fighter with one or more bionic eyes gains no benefit from using photo-goggles or similar items, or weapon sights of any kind.
A fighter gains +2'' M and +1 I while equipped with a bionic leg.
If the fighter is Engaged with an enemy fighter, or Active and within 1'' of an object that has at least 1 Wound, they may make the Bionic Kick action.
If a fighter has not already suffered a Hobbled Injury (56 on the Permanent Injury table) at some point in the past, they suffer a Hobbled Injury
when each bionic leg is added to the fighter.
A fighter may have up to two bionic legs.
Bionic Kick (Double): You may select an enemy fighter Engaged with you to make an Initiative check;
if this check is failed that fighter suffers a hit resolved as Strength 6 with Damage 2 and the Knockback trait.
If you are Active and within 1'' of an object with at least 1 Wound you may hit the object with an attack
resolved as Strength 6 with Damage 2.
The fighter has had their body improved with subdermal armor, a metallic skeleton, or some other enhancement that makes them more durable.
This item may never be removed from the fighter it is attached to.
A fighter with this item cancels the first Flesh Wound they would take during a battle.
A fighter with a bionic upgrade gains +2 T while equipped with a bionic upgrade.
If a fighter has not already suffered a Enfeebled Injury (54 on the Permanent Injury table) at some point in the past, they suffer a Enfeebled Injury when a bionic upgrade is added to the fighter.
This item is both a Bionic Arm and a weapon. 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.
Melee: Attacks with this trait can be used during close combat without penalty.
Demolition: When rolling to wound an object that has one or more Wounds, two dice are rolled and the lowest rolling dice is discarded before resolving the outcome.
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.
This item is both a Bionic Arm and a weapon. 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.
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.
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.
This item is both a Bionic Arm and a weapon. 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.
Melee: Attacks with this trait can be used during close combat without penalty.
Demolition: When rolling to wound an object that has one or more Wounds, two dice are rolled and the lowest rolling dice is discarded before resolving the outcome.
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.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
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.
When a fighter with a hacker interface would make an Intelligence check to interact with any technological device (such as a terminal, electronic lock, or a scenario specific device), they may instead roll 3+ on a D6 to pass the check.
This item is both a Bionic Arm and a weapon. 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.
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).
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.
When a servitor with an integrated bio scanner takes a Detect (Basic) action,
the servitor is considered to have a 360 degree vision arc,
all organic targets within 12'' are considered to be in the servitor's line of sight even if behind an obstruction,
and the servitor is unaffected by any detection penalties due to the target being in cover.
Additionally, the servitor gains a +2 bonus to Detect organic targets.
This item is both a Bionic Arm and a weapon. 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.
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.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
This item is both a Bionic Arm and a weapon. 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.
Melee: Attacks with this trait can be used during close combat without penalty.
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).
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.
This item may never be removed from the fighter it is attached to.
A fighter with a bionic skullchip gains +1 Initiative, +1 Cool, +1 Intelligence.
This item may never be removed from the fighter it is attached to.
When a fighter with a steel skull would be taken Out of Action in close combat and receives an Out Cold result, they are not taken Out of Action and remain in play. Additionally, this fighter cannot be the target of the Headbutt (Simple) Action. Finally, if this fighter is Engaged and is able to make a Melee attack, they can use the following action:
Headbutt (Simple): Select an Engaged enemy fighter. This fighter rolls a D6 and the chosen enemy fighter rolls a D3, then each fighter adds their modified Toughness to their results. If this fighter's result is higher, the enemy fighter is momentarily staggered and cannot make Reaction attacks the next time they are attacked in close combat this turn. If this fighter's result is lower, their turn ends immediately. In the case of a tie, nothing happens and this fighter's turn resumes.
This bionic device replaces one of the fighter's arms with a shoulder mount that serves as a hard point to attach
heavy weapons to. Making a Shoot action with an Unwieldy ranged weapon is normally a Double Action, but when this fighter
makes the Shoot action using a weapon attached to this suspensor it is treated as a Basic action.
If this 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 a suspensor arm is added to the fighter.
This device counts as a bionic arm for purposes of how many bionic arms a fighter may have but does not improve the fighter's WS.
Wargear
When an Active or Pinned fighter with a AE stash is activated, they may use their AE stash
as a free action.
Until the end of the round, the fighter adds 1 to the result of any hit rolls they make
and gains a +1 modifier to all characteristic checks they make.
Additionally if the fighter takes a Charge action they may make a Double Move instead of
a Standard Move + D3".
At the start of the End phase roll a D6; on a 1 or 2 the fighter takes a Flesh Wound.
If a fighter uses an AE stash during a battle, the AE stash is deleted from their Fighter
card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, +1 to hit rolls, +1 to characteristic checks, Double Move on Charge.
At start of End phase roll D6; on a 1 or 2 take a Flesh Wound. If used, delete at end of battle.
Ammo caches are added to a gang's Stash instead of being carried by a particular fighter.
When one of a gang's fighters is set up onto the battlefield, the controlling player can choose
to delete one ammo cache from their Stash and set it up onto the battlefield within 1'' of that fighter.
Ammo caches are battlefield objects with Toughness 4 and 2 Wounds, which can provide cover,
and which can be carried by a fighter using the Carry (Simple) action.
If a non-depleted ammo cache is destroyed roll a D6; on a 5+ it explodes as if it were a Frag Grenade
centered on the ammo cache. Any Active or Pinned fighter within 1'' of a non-depleted ammo cache may
take the following action:
Use Ammo Cache (Double): Select one Out of Ammo weapon profile (including a Scarce weapon profile) or Grenade on this fighter's card and make an Ammo check for it. The selected weapon profile or Grenade is reloaded either way, but if the Ammo check was failed the Ammo Cache is depleted and can no longer be used.
If a fighter is wearing an armoured body glove, their Armor save roll is improved by 1.
Additionally, if a fighter with an armoured body glove 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.
This item is an upgraded Armored Undersuit and cannot be used in conjuction with an Armored Undersuit.
For example, if a figher is wearing Mesh armour and an armoured body glove, they would have a 4+ save. If a fighter does not already have a Armor save roll, an armoured body glove grants a Armor save of 6+.
If a fighter is wearing an armoured undersuit, their Armor save roll is improved by 1.
For example, if they are wearing
Flak armour and an armoured undersuit, they would have
a 5+ save, which would be increased to a 4+ save against
blasts. If a fighter does not already have a Armor save roll, an
armoured undersuit grants a Armor save of 6+.
An auspex is a class of hand held scanners, with a variety of built in active and passive sensors. They're so simple to use even Astra Militarum troopers can manage it!
When making the Detect (Basic) action, a fighter equipped with an Auspex can detect traps (Frag, Gas, and Melta) within 12'', can detect if a container within 6'' holds loot,
and gains +D3 to attempts to detect Hidden fighters.
An Active fighter with an autolauncher pack and at least one kind of grenade that is not Out of Ammo can make the following action:
Run and Launch (Double): This fighter makes a standard move, adding +D3'' to the distance they can move. At any point along the path of their movement, the fighter may use their autolauncher pack to launch a single grenade of a type they are equipped with at a point up to 9'' away, with a -1 penalty to hit. This attack follows the standard rules for throwing a Grenade.
When a fighter with a bio scanner takes a Detect (Basic) action,
the fighter is considered to have a 360 degree vision arc,
all organic targets within 12'' are considered to be in the fighter's line of sight even if behind an obstruction,
and the fighter is unaffected by any detection penalties due to the target being in cover.
If an Injury roll would be made for a fighter with a biostim,
the player controlling the fighter may choose to
delete Biostim from the Fighter's card immediately; if they do one
less Injury dice is rolled. If no Injury dice remain,
no Injury roll is made and the fighter takes a Flesh Wound instead.
An Active fighter with a Blade Venom Stash can delete Blade Venom Stash from their fighter card to make the following action:
Apply Blade Venom (Basic): Select an Axe, Hatchet, Knife, Fighting Knife, Sword, Crossbow, Hand Bow, Standard Arrow, Hunting Arrow, or Barbed Arrow weapon profile on the fighter's card; add the Toxin trait to that weapon profile for the remainder of the battle.
The psychotropic mixture in this leather pouch is absorbed by the fighter's skin to enhance
their natural psychic sensitivity, sufficient to detect when an enemy is shooting at them.
If this fighter is Active and Readied and targeted with a ranged attack, they can interrupt a
enemy fighter's ranged attack as soon as it is declared but before it is carried out.
This fighter loses their Ready marker, then immediately makes a free Take Cover (Basic) action.
If this fighter has moved into a position where they are no longer a valid target for the attacker the ranged attack
fails, otherwise the attack resumes and the hit roll is made against this fighter at their current position with
any applicable modifiers.
When this fighter's level of cover is determined, it is considererd to be one level higher than it actually is., as summarized by the following chart:
Actual Cover
Effective Cover
Full (-2)
Total (Cannot be targeted)
An Active or Engaged fighter with a chem-synth can make the following action:
Synthesize Poison (Simple): This fighter selects one of their weapon profiles with the Gas or Toxin trait; that weapon profile gains the Virulent trait (fighters have their Toughness reduced by 1 against attacks with the Virulent trait). The weapon profile loses the Virulent trait after a Close Combat exchange or Ranged attack using it is resolved.Select one of your Toxin or Gas weapon profile; fighters' are -1 T vs next attack with that weapon profile.
A Conversion Field grants a 4+ unmodified armor save roll.
When a Conversion Field successfully saves versus an attack,
place a 3'' Blast marker over the fighter wearing the Conversion Field.
All other fighters under the Blast marker must make an Initiative check;
those failing to make the check are blinded. A blinded fighter loses their
Ready marker; if they do not have a Ready marker, they
do not gain a Ready marker at the start of the following
round. Until the next time the fighter is activated, they
cannot make any attacks other than reaction attacks, for
which any hit rolls will only succeed on a natural 6.
Photo-goggles or similar equipment the target has can be
used to help resist this effect.
Digital lasers, aka 'digilasers' are an ancient weaponized gauntlet with small integrated las weapons. The lasers
are only effective at very short range, but allow a fighter to obliterate an opponent
in close combat range with an unexpected blast of energy.
If the fighter is already Engaged when they are activated, they may take the following action:
Digilaser Blast (Basic): Select an enemy fighter you are Engaged with.
That fighter must succeed on an Initiative check or suffer 5 hits resolved as Strength 2, no AP, and Damage 1.
A Displacer Field is a miniature warp drive mechanism coupled to a proximity detector that
when activated is triggered by high-velocity objects moving towards it. When a fighter wearing a
Displacer Field would be hit by a ranged attack the controlling player rolls a D6 and a Scatter die.
If a 1 or 2 is rolled the Displacer Field does not activate and the attack is resolved normally.
On a 3+ the Displacer Field activates, the shot misses, and the fighter is teleported a number of inches
equal to the die roll in the direction indicated by the Scatter die.
If this would teleport the fighter into an obstacle, structure, barrier, or off a battlefield edge, move the
fighter back towards their original position until they can be placed with their base not overlapping
any object or other fighter.
If this would result in the fighter not moving at all, re-roll the scatter die to determine a new
direction for the fighter to teleport.
If there is no possible location for the fighter to be placed they are lost to the warp; they immediately
go Out of Action, are considered to be dead, and will be deleted from the gang Roster (taking all of their
equipment with them) during the appropriate step of the Post-Battle Sequence.
The Displacer Field teleports a fighter horizontally; if the fighter teleports to a place in open air
they fall to the nearest surface beneath them.
Displacer fields do not work versus attacks that use a Template or Blast marker, or versus close combat attacks.
An Active fighter with a drop rig can make the following action while they are within 1" of the edge of a platform:
Descend (Basic): The fighter makes a move of up to 3'' horizontally and up to 12'' vertically. All vertical movement must be downwards, i.e. towards the ground.
If a fighter with extra ammo fails an Ammo check the player controlling the fighter may choose to
delete Extra Ammo from the Fighter's card immediately to cancel the outcome
of the failed Ammo check; play proceeds as if the fighter had passed their
Ammo check.
If Ammo check fails, may delete Extra Ammo to pass Ammo check.
If a fighter with filter plugs is hit by a weapon with the
Gas trait, their Toughness is increased by 1 for the
purposes of the roll to see whether they are affected.
If a fighter uses filter plugs during a battle,
the filter plugs are deleted from their fighter card when the battle
ends.
The wearer does not suffer slowed movement when moving through difficult terrain or crossing obstacles, and
can Charge over such areas as if they were not there.
A Force Field is an advanced personal field device that manipulates
kinetic differentials to cancel or mitigate the impact of incoming
attacks. When the wearer of a Force Field is hit by an attack roll a D6
and reduce the Strength of the attack by the amount rolled; if this reduces the
Strength of the attack to 0 or less the attack has no effect on this fighter.
This device does nothing against attacks that have Strength 0 normally or
special attacks that don't have Strength.
The Frag Trap is a bundle of frag grenades attached to a detonator.
A Frag Trap is a single use item; it is deleted from a fighter's card once used.
If a fighter carrying a
Frag Trap
is taken Out of Action, roll a D6. On a 4+, the fighter is removed from the battlefield
as usual along with the
Frag Trap.
Otherwise the fighter drops the
Frag Trap.
Delete the item from that fighter's card and set up a
Frag 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
Frag 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
Frag Trap
marker on the battlefield by any means,
that fighter's controlling player must roll a D6.
On a 5+, the
Frag 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
Frag Trap
is triggered.
Any fighter can target a
Frag 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
Frag Trap
is hit, roll a D6.
On a 1-2, the
Frag Trap
is unaffected.
On a 3-4, the
Frag Trap
is immediately triggered.
On a 5-6, the
Frag Trap
is disarmed and the marker is removed.
When an Active fighter carrying a
Frag Trap
that is able to make a Double action is activated,
that fighter's controlling player can delete a
Frag Trap
from that fighter's card.
If they do, that fighter then makes the following action:
Set Frag Trap (Double): This fighter makes a Standard Move +D3''. The controlling player
must set up onto the battlefield a Frag Trap marker at any point along the
fighter's path of movement.
When triggered, a Frag Trap makes an attack centered on itself with
Strength 4, AP -, Damage 1, and the Blast (5'') and Knockback traits.
When this fighter is activated they may use their frenzon stash as a free action. If this fighter is Seriously Injured they may suffer a Flesh Wound and become Pinned. If this fighter is Pinned they may make a free Stand Up action. Until the end of the round this fighter automatically passes any Cool or Willpower check they are required to make, and treat the Fight (Basic) action as a Fight (Simple) action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery.
If a fighter uses a frenzon stash during a battle, the frenzon stash is deleted from their fighter card when the battle
ends.
May use as a free action. If Seriously Injured suffer a Flesh Wound and become Pinned. Stand up if Pinned. Until end of round, auto-pass Cool and Willpower checks and treat Fight as a Simple action. At the beginning of the End Phase roll a D6; if the result is greater than this fighter's current modified Toughness this fighter goes Out of Action and into Recovery. If used, delete at end of battle.
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 higher than the
target's modified Toughness, 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.
An Active fighter with a grapnel launcher can make the following action:
Grapnel (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule.
This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed.
This fighter cannot move through obstructing terrain or other fighters as part of this action.
A fighter must be Standing on a Grav Cutter to use it. While a fighter is Standing on a Grav Cutter, the Grav Cutter is considered to be the fighter's base.
An Active fighter who is able to use equipement within 1'' of a Grav Cutter that is not in use can make the following action:
Mount Grav Cutter (Basic): The fighter climbs aboard the Grav Cutter and takes control of it.
While in control of this item a fighter gains a +3'' bonus to their base Movement characteristic,
cannot be Pinned, and all movement taken while Standing on a Grav Cutter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across difficult terrain without penalty or need for Initiative checks.
This movement cannot pass through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.
Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.
Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
An Active fighter who is Standing on a Grav Cutter can step off the Grav Cutter as part of normal movement.
If a fighter Standing on a Grav Cutter becomes Prone by any means, the Grav Cutter remains where it is and the fighter
falls from it.
If a fighter falls or jumps down to a lower level, they do
not suffer any damage and do not become Pinned, they simply move down without
any rolls being made; place the fighter at the nearest possible point
on the battlefield near where they would have fallen such that their base
does not overlap anything else, and observing the 1'' rule. If this is used in
conjunction with a Charge and this fighter successfully engages one or more enemies,
an extra Attack dice is gained in the ensuing close combat sequence;
this extra Attack dice is resolved as a S+1 Unarmed attack.
This fighter has one or more very bright light sources attached to their gear which can be toggled on or off as a Simple action.
While toggled on, the following conditions apply:
The default setting for the lumens is off, but you may specify that the lumens is on when you set this fighter up onto the battlefield if you prefer.
When an Active or Pinned fighter with a Hive Spirit Infusion is activated, they may use their Hive Spirit Infusion as a free action.
Until the end of the round, the fighter's Move, Strength, and Attack characteristics are each increased by 1.
At the start of the End phase roll a D6; on a 1 the fighter takes a Flesh Wound.
If a fighter uses a Hive Spirit Infusion during a battle, the Hive Spirit Infusion is deleted from their fighter card when the battle ends.
Once per battle when this fighter would be hit by a melee or ranged attack,
you may delete Hive Spirit Ward from the fighter's card
and apply a D3 penalty to the hit roll. If the attack would still hit
after this penalty is applied it is resolved as normal, otherwise
the attack misses.
A Holo-suit is a Field device that grants a 4+ unmodified armor save roll.
Add 1 to the result of any Cool checks and Willpower checks for fighters while
they are within 6" and line of sight to a member of their gang who is wearing
Impressive Headgear.
Add 1 to the result of any Cool checks and Willpower checks for fighters while
they are within 6'' and line of sight to a member of their gang who is wearing an
Impressive Wolf Pelt.
Once per round, this fighter may ignore up to 3'' of distance when stepping up, leaping across a gap, or jumping down.
Laser Cutter packs are backpack mounted armatures with a powerful cutting laser used by Squat Salvagers for
industrial work, but which can be used in a fight if need be.
A fighter with a Laser Cutter pack can make the following action:
Laser Slice (Double): If you are Engaged you may select an enemy fighter you are engaged with to make an Initiative check;
if it is failed they suffer a hit resolved as Strength 9 with AP -3 and Damage 2.
If you are Active and within 1'' of an object with at least 1 Wound you may auto hit it with an attack
resolved as Strength 9 with AP -3 and Damage 2.
When a fighter with a Medicae kit assists a friendly
fighter's Recovery test, roll an extra injury dice then
choose one to discard.
When an Active or Pinned fighter with a Meds stash is activated, they may choose to
delete Meds Stash from their fighter card immediately and take the following action:
Apply Meds (Double): The fighter may immediately discard a Flesh Wound from their fighter card or the fighter card of a friendly fighter within 1'' of themselves.
The Melta Trap is a block of one of a variety of thermally reactive chemical compounds
attached to a detonator and with either an activated magnet or a surface adhesive.
A Melta Trap is a single use item; it is deleted from a fighter's card once used.
If a fighter carrying a
Melta Trap
is taken Out of Action, roll a D6. On a 4+, the fighter is removed from the battlefield
as usual along with the
Melta Trap.
Otherwise the fighter drops the
Melta Trap.
Delete the item from that fighter's card and set up a
Melta 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
Melta 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
Melta Trap
marker on the battlefield by any means,
that fighter's controlling player must roll a D6.
On a 5+, the
Melta 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
Melta Trap
is triggered.
Any fighter can target a
Melta 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
Melta Trap
is hit, roll a D6.
On a 1-2, the
Melta Trap
is unaffected.
On a 3-4, the
Melta Trap
is immediately triggered.
On a 5-6, the
Melta Trap
is disarmed and the marker is removed.
When an Active fighter carrying a
Melta Trap
that is able to make a action is activated,
that fighter's controlling player can delete a
Melta Trap
from that fighter's card.
If they do, that fighter then makes the following action:
Set Melta Trap (Basic): This fighter's controlling player must set up a Melta Trap marker onto the battlefield by throwing it at a valid location up to Sx2'' away and within the line of sight and vision arc of the fighter.
Valid locations for the Melta Trap marker are an open spot of floor large enough to fit the Melta Trap marker, or attached to either an object with 1 or more Wounds or a removable terrain piece (such as a barricade or a door).
When a Melta Trap is triggered, it makes a Strength 8, AP -D3, Damage D3 attack
with the Blast(3'') trait, centered on itself. Then, if the Melta Trap is attached to a
targetable object or a removable terrain piece (such as a door or barricade) that was
not destroyed by the attack, remove both the Melta Trap marker and the object or terrain piece
it is attached to from the battlefield.
Otherwise, if the Melta Trap is on the ground replace the Melta Trap marker with a Pitfall Crater
marker, which will remain in play for the remainder of the battle.
Any fighter whose base is completely within a Pitfall Crater falls into it.
Any fighter whose base is partially over a Pitfall Crater first becomes
Pinned at the edge of the Pitfall Crater and then must succeed on an Initiative check
or fall into it.
A fighter that falls into a Pitfall Crater is taken Out of Action and a Lasting
Injury roll must be made for them.
If this fighter attacks with a ranged weapon this round after making an Aim action, they can attack through smoke clouds, are unaffected by low-light conditions, and the weapon's Short range accuracy modifier is used even if the target is within the weapon's Long range.
A fighter using a monocle gains no benefit from using similar items, or weapon sights of any kind
After Aim action taken, until end of round may make ranged attacks through smoke clouds, is unaffected by low-light conditions, and use Short range accuracy modifier at Long range.
Oozu is a foul drink made of who knows what that is favored by some Outlanders.
It grants a brief but potent burst of energy when consumed.
When an Active or Pinned fighter with Oozu is activated, they may choose to
delete Oozu from their fighter card immediately and take the following action:
Drink Oozu (Basic): This fighter may immediately discard a Flesh Wound from their fighter card and if they are Pinned they may make a free
Stand Up action. Additionally, the fighter temporarily gains the benefits of the Oozu Effect.
Oozu Effect: While this effect is active, this fighter's Movement, Strength, and Toughness are increased by 1. At the end of each of the fighter's activations after this one, roll a D3 on the following table and apply the result:
1
This fighter goes Out of Action regardless of remaining Wounds, into Recovery.
2
The Oozu Effect ends and this fighter becomes Seriously Injured.
3
This fighter continues to benefit from the Oozu Effect.
This fighter can attack through smoke clouds and is unaffected by low-light conditions.
Additionally, this fighter adds 1 to the result of any check to resist being blinded.
A fighter with photo-goggles gains no benefit from using similar items, or weapon sights of any kind
Unaffected by smoke or low-light, +1 vs blinding.
A Power Field grants a 2+ unmodified armor save roll vs ranged
attacks. However, it does not work versus close combat attacks
(including those made with a weapon that has the Pistol or Versatile traits).
Additionally a fighter wearing a Power Field suffers a -1'' penalty to their Movement characteristic,
and also has a -1 penalty to their hit rolls in close combat.
An ancient mark of Imperial favor, there may be a little psychic mojo left even after all this time. When a fighter wearing a Purity Seal goes Out of Action and a Lasting Injury roll would be made for them, the controlling player may instead choose to roll a D6 to determine the outcome. On a 1 the fighter is Critically Injured. On a 2 the fighter goes into Recovery and will miss the next battle. On a 3+ the Purity Seal becomes inert and is deleted from the fighter's card, but the fighter is unharmed and will be ready to fight in the next battle.
A mark of Imperial favor. When a fighter wearing a Purity Seal goes Out of Action and a Lasting Injury roll would be made for them, the controlling player may instead choose to roll a D6 to determine the outcome. On a 1 the fighter is Critically Injured. On a 2 the fighter goes into Recovery and will miss the next battle. On a 3+ the Purity Seal becomes inert and is deleted from the fighter's card, but the fighter is unharmed and will be ready to fight in the next battle.
When this fighter is targeted by ranged attacks at Long range,
there is a -1 modifier to the hit roll.
Additionally, sentries suffer a -1 penalty to Detect a fighter equipped with
Ratskin Hides.
Add 1 to the result of any Nerve tests for Cawdor and Redemptionist fighters while
they are within 6" and line of sight to the fighter carrying this item.
Opposing non-Cawdor or non-Redemptionist fighters making a Nerve test within 6''
and line of sight to the fighter carrying this item suffer a -1 penalty to their result.
A Refractor Field grants a 5+ unmodified armor save roll.
Additionally, low light conditions are cancelled within a 5'' radius of this fighter.
However, this fighter can never be Hidden, and Sentries automatically spot this fighter and any other fighter within 5'' of them from up to 24'' away if within line of sight and vision arc.
Effects that are concerned with targeting fighters that have a Burn marker on them can be applied to this fighter.
If a fighter with a respirator is hit by a weapon with the Gas trait,
their Toughness is increased by 2 for the purposes of the roll to see whether they are affected.
When this fighter would move voluntarily, they may instead use this item to move to any valid reachable location on the battlefield within 6 + 2D6'' of their current location.
If they do, this must succeed on an Initiative check with a -1 penalty or suffer a Flesh Wound. If not used during a Charge or during the Consolidate step of the close combat sequence, the 1'' rule applies.
Any Cool or Willpower checks, including Nerve tests, made by enemy fighters within 4'' and in line of sight of the fighter wearing this mask suffer a -1 penalty.
Second Best is a catch-all term for various batches of cheap alcohol commonly available in the underhive.
When an Active or Pinned fighter with a flask of Second Best is activated, they may choose to
delete Second Best from their fighter card immediately and take the following action:
Drink Second Best (Double): The following conditions are in effect for the remainder of the battle:
Servo arm packs are backpack mounted lifting harnesses used by engineers and heavy equipment operators for
industrial work, but which can be used in a fight if need be.
When this fighter takes the Exert action they may add +1 to their Strength check.
Additionally, if the fighter is Active or Engaged they can use the Servo Strike action:
Servo Strike (Double): If you are Engaged you may select an enemy fighter you are engaged with to make an Initiative check;
if it is failed they suffer a hit resolved as Strength 6 with Damage 2 and the Pulverize trait.
If you are Active and within 1'' of an object with at least 1 Wound you may auto hit it with an attack
resolved as Strength 6 with Damage 2.
The fighter adds 1 to the result of any check to resist being blinded.
Silver dust is a aerosol concoction of chemicals that grants a brief but potent burst of energy when consumed.
When an Active or Pinned fighter with Silver Dust is activated, they may choose to
delete Silver Dust from their fighter card immediately and take the following action:
Take A Hit Of Silver Dust (Basic): You may immediately discard a Flesh Wound from this fighter's card.
Additionally, the fighter temporarily gains the benefits of the Silver Dust Effect.
Silver Dust Effect: While this effect is active, this fighter's Movement, Strength, and Attacks are increased by 1. At the end of each of the fighter's activations after this one, roll a D6 on the following table and apply the result:
1-2
This fighter goes Out of Action regardless of remaining Wounds, into Recovery.
3-4
The Silver Dust Effect ends and this fighter suffers a Flesh Wound.
5-6
This fighter continues to benefit from the Silver Dust Effect.
If the fighter is captured at the end of a battle, they can attempt to escape. If they do, roll a D6. On a result of 1 or 2, they are unsuccessful. On a result of 3 or 4, they can escape but are injured in the process – make a Lasting Injury roll for them. On a result of 5 or 6, they escape. A fighter who escapes is no longer captured, however, their skinblade is lost and deleted from their fighter card.
A fighter with spider optics can attack through smoke clouds and is unaffected by low-light conditions, and gains +1 to hit when making a Shoot action.
Additionally, the fighter adds 1 to the result of any check to resist being blinded.
A fighter with spider optics gains no benefit from using photo-goggles or similar items, bionic eyes,
or a scope of any kind. A fighter with spider optics suffers a -1 penalty in close combat.
When an Active or Pinned fighter with a stimm-slug stash is activated, they
may use their stimm-slug stash as a free action.
Immediately discard one Flesh Wound from the fighter's card, if any are present.
Until the end of the round, the fighter's Move, Strength and Toughness characteristics
are each increased by 2.
At the start of the End phase roll a D6; on a 1 or 2 roll an Injury dice and apply the
result to the fighter (even if they still have Wounds remaining).
If a fighter uses a stimm-slug stash during a battle,
the stimm-slug stash is deleted from their fighter card when the battle ends.
May use as a free action if Active or Pinned. Until end of round, Move, Strength, Toughness increased by 2. At start of End phase roll D6; on a 1 or 2 roll an Injury dice for this fighter. If used, delete at end of battle.
When a fighter with a strip kit makes an Intelligence check to bypass a lock of any kind (door, terminal, loot casket, etc), add 2 to the result.
This fighter's armor save roll is improved by 1. This item cannot be used in conjuction with an Armored Undersuit or similar items. Additionally, there is a -1 penalty to Detect this fighter.
A timed explosive is a sticky bomb with a pre-set timer on it.
A timed explosive is a single use item; it is deleted from a fighter's card once used.
An Active or Engaged fighter with a timed explosive can make the following action:
Place Timed Explosive (Basic): The fighter attaches a timed explosive to an objective or object with 1 or more Wounds (such as a door) within 1'' of them. When this is done the controlling player declares whether the timed explosive will detonate at the end of this turn, or the end of the next turn. Place a Melta Bomb token to track the location of the timed explosive.
Once placed, the timed explosive will detonate immediately after the last activation of the turn chosen or just before the battle ends, whichever comes first.
This happens even if the gang that placed the bomb has fled the battlefield or been defeated.
Multiple devices set to explode in the same turn explode simultaneoulsy.
When a timed explosive detonates, it inflicts a Strength 8 AP -2 Damage 4 hit on the object it is attached to and anything within base contact with it, and a Strength 6 AP -1 Damage 2 hit with Knockback on everything else within D6" of the timed explosive's marker (except where blocked by walls or structures).
Knock down all scatter terrain in the affected area. Remove the timed explosive marker after all hits have been resolved.
A fighter in base contact with the timed explosive marker may attempt to disarm the bomb by taking a Attempt Disarm (Basic) Action and making an Intelligence check at -3. If the check is made, the bomb is disarmed and the timed explosive marker is removed from play. If the check is not made the bomb explodes immediately.
This fighter can attack through smoke clouds and is unaffected by low-light conditions.
A fighter with this item gains no benefit from using similar items, or weapon sights of any kind
Unaffected by smoke or low-light.
This fighter has a protective visor. You may roll two dice to resist being Blinded and keep the higher die for your result.Roll two dice & keep highest vs Blinding trait.
A warp pack is a miniature warp drive mechanism that allows a fighter to teleport.
An Active fighter with a warp pack can make the following action:
Teleport (Basic): Place the fighter at any unobstructed point on the battlefield where their base entirely fits, then roll a D6 and a Scatter dice.
If the Scatter dice rolls a 'HIT' the fighter is at the point where they were placed, otherwise they are moved in the direction indicated by
the Scatter arrow a number of inches equal to the outcome of the D6 roll.
If this would teleport the fighter into an obstacle, structure, barrier, or off a battlefield edge, move the
fighter back towards their point they were placed until they can be placed with their base not overlapping
any object or other fighter. If this would result in the fighter not moving at all, re-roll the scatter die to determine a new
direction for the fighter to teleport.
If there is no possible location for the fighter to be placed they are lost to the warp; they immediately
go Out of Action, are considered to be dead, and will be deleted from the gang Roster (taking all of their
equipment with them) during the appropriate step of the Post-Battle Sequence.
The Warp Pack Scatter teleports a fighter horizontally from their intended destination point; if the fighter scatters to a place in open air
they fall to the nearest surface beneath them. If a fighter teleports into base contact with one or more opposing fighters they Engage the
fighter(s) automatically; they do not count as having charged the opposing fighter(s).
Wastes Hooch is a catch-all term for various batches of cheap alcohol commonly available among the inhabitants of the Ash Wastes.
When an Active or Pinned fighter with a flask of Wastes Hooch is activated, they may choose to
delete Wastes Hooch from their fighter card immediately and take the following action:
Drink Wastes Hooch (Double): The following conditions are in effect for the remainder of the battle:
This fighter's armor save roll is improved by 1. This item cannot be used in conjuction with an Armored Undersuit or similar items.