Photon flash or simply flash grenades detonate in a sudden and brilliant flare,
blinding anyone nearby and overloading many common vision protection systems such
as visors. Those caught without high quality eye protection are usually left blinded
and defenseless.
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.