An ungainly and bulky weapon that combines a bolter with a flamer.
Expensive and unreliable, and its proud owner should consider having
a backup for when this one jams.
Rapid Fire (1): When firing with a Rapid Fire weapon, a successful hit
roll scores a number of hits equal to the number of bullet
holes on the Firepower dice.
If a Rapid Fire weapon scores more than one hit, the hits
can be split between multiple targets. The first must be
allocated to the initial target, but the remainder can be
allocated to other fighters within 3'' of the first who are
also within range and line of sight. These must not be any
harder to hit than the original target... for example if a target in the
open is hit, an obscured target cannot have hits allocated
to it. Allocate all of the hits before making any wound
rolls.
Rapid Fire also works in close combat when on a weapon that also has the Sidearm trait.
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.
Template: An attack made with a Template weapon uses the Flame template to determine hits instead of rolling to hit. All targets (anything with a Wound characteristic) touched by the template are hit by the attack.
Combi: Combi-weapons have multiple profiles. Any one of the weapon's profiles that are not Out of Ammo may be used when an attack is made with the weapon. When a weapon with this trait is forced to make an ammo check as part of an attack, two dice are rolled and the lower die is kept.