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.