Grenade launchers are relatively simple tubular weapons which can launch
several different types of grenades using means such as compressed gas or an electromagnetic charge.
Grenade launchers benefit from their ability to fire ordnance on an arching trajectory,
allowing their shots to clear obstacles and lay down suppressive fire on unseen foes.
While a variety of common grenade types can be fired by grenade launchers they are almost
universally loaded with frag and krak grenades. Other types include anti-plant, blind,
hallucinogenic, plasma, smoke, stun, virus and xeno-filament grenades.
Grenade Launcher [Choke, Frag, Incendiary, Krak, Plasma, Scare, Smoke]
Choke
6''
24''
-1
-0
0
-0
0
5+
Frag
6''
24''
-1
-0
3
-0
1
5+
Krak
6''
24''
-1
-0
6
-2
D3
5+
Plasma
6''
24''
-1
-0
5
-1
2
6+
Scare
6''
24''
-1
-0
0
-0
0
6+
Incendiary
6''
24''
-1
-0
3
-0
1
6+
Smoke
6''
24''
-1
-0
0
-0
0
4+
Blast (3''): The weapon uses a 3'' Blast marker.
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.
Demolition: When rolling to wound an object or unliving target (such as a robot) with an attack that has this trait, reroll failed wounds once.
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).
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.
Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result.
If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far
away they run from the source of this attack.
A Pinned fighter who fails their Nerve test will stand up before Running for Cover.
This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.
Gas: When a fighter is hit by an attack made by a Gas weapon,
they are not Pinned and a wound roll is not made; instead
roll a D6. If the result is higher than the
target's modified Toughness, make an Injury roll
for that fighter (regardless of the fighter's Wounds characteristic). No
save roll can be made by the fighter against this attack. Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Patch: Use a counter to mark the location where an attack made by a weapon with this trait hits.
A patch extends 1.5'' horizontally from the center of the counter; a 3'' Blast marker can be used to represent a patch.
The patch is considered to be Difficult Terrain.
Fighters that are already in the patch when the attack is made, or start and end their activation in the patch, or move into the patch are all automatically hit by it.
In the End Phase roll a D6; on a 4+ the patch remains in play, otherwise the patch dissipates and the counter is removed.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Smoke: An attack with this trait does not cause a hit on fighters, does not cause Pinning, and does no damage.
Instead, mark the location where the attack hit with a counter.
A cloud of dense smoke extends 2.5'' in all directions (vertically and horizontally) from the center of the counter.
A 5'' Blast marker can be used to determine this area.
Note that some abilities and equipment allow a fighter to be unaffected by this trait.
The smoke does not prevent movement, but it blocks line of sight for affected fighters.
While this prevents selecting a target for most ranged attacks, it does not prevent the use of Template weapons.
A fighter with a Blast weapon can declare a range and a distance to blindly attack into or out of a smoke cloud, but the attack automatically misses and scatters.
Affected fighters in a smoke cloud can target enemies they are Engaged with, but suffer a -1 interference penalty.
In the End Phase roll a D6; on a 3 or less the area dissipates and the counter is removed.
Scarce: The Reload (Simple) action cannot be taken on a weapon profile with the Scarce trait.
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.