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Necromunda (2017)Expand Necromunda (2017)
Suppression Laser [Broadburst, Hotburst, Shortburst]

A Suppression Laser is a Van Saar invention that simulates most of the functionality of a shotgun, but in the form of a laser. Just to show off, maybe.

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Broadburst
4''
8''
+2
-0
2
-0
1
4+
Hotburst
8''
16''
+1
-0
3
+1
1
5+
Shortburst
8''
16''
+1
-0
4
-0
2
4+

Blaze: After an attack with the Blaze trait has been resolved, if the target was taken Out of Action nothing else happens. Otherwise if the target is not already Blaze-marked, the target's controlling player rolls a D6; place a Blaze marker on the target's fighter card if a 1, 2, or 3 is rolled.

When a Blaze-marked fighter makes Unarmed attacks, those attacks gain the Blaze trait.

An Active or Pinned Blaze-marked fighter may target themselves and make the Extinguish Blaze (Simple) action. Roll a D6; on a 4+ remove the Blaze marker.

An Active fighter that is not themselves Blaze-marked within 1'' of a Blaze-marked fighter may target that fighter and make the Extinguish Blaze (Simple) action. If they do, roll a D6; on a 4+ remove the Blaze marker from the target. On a 1, place a Blaze marker on the fighter card of the acting fighter and their activation ends.

If a fighter has a Blaze marker on their fighter card, when they end their activation a Strength 4 hit with no AP that deals 1 Damage is resolved against them. If the fighter takes damage and is not already Broken, they must succeed on a Nerve test or become Broken.

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).
Knockback Resistance
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.

Scattershot: When a target is hit by an attack with this trait, make 2D3 wound rolls instead of 1.