Special Ammunition: Incendiary shells (Combat Shotgun)

These incendiary shotgun shells contain advanced munitions that become superheated when activated. Capable of lighting just about anything on fire, these rounds wreak terrible damage on soft tissue and flammable items.

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