Toxic Goo Grenades splatter toxic sludge within a large area that weakens and sickens
those in the area.
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: Use a counter to mark the location where an attack made with this trait hit.
An area 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 already in the area when the attack is made, fighters who start and end their activation 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 4+ the area remains in play, otherwise 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 modified Toughness or is a natural 6,
they take a Flesh Wound (regardless of their Wounds characteristic). If a fighter is taken Out of Action
due to 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.