Though a primitive weapon, an arrow put in the right place by a capable archer is still as lethal as it ever was.
Accurate: The standard rule that an attack roll of natural 1 automatically
misses is ignored for attacks that have this trait.
If an attack would hit on a 1+ or better, the roll of a 1 hits.
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.
Blast (3''): The weapon uses a 3'' Blast marker.
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.
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.
Rupture: When a weapon with this trait successfully wounds, D3 Damage is inflicted against the target.
Scarce: The Reload (Simple) action cannot be taken on a weapon profile with the Scarce trait.
Silent: A weapon with this trait does not trigger Detect checks if used by a Hidden fighter, and does not risk raising the alarm in scenarios that use the Sentries special rules.
Toxin: When a fighter is wounded by an attack with this trait and does not successfully make a save, before Damage is applied roll a D6.
If the result is greater than the fighter's current modified Toughness they suffer a Flesh Wound. If this modifies the fighter's current Toughness to 0, they suffer a Memorable Death.
If the fighter is not killed, the attack's Damage is applied and resolved normally.
Unliving targets such as inanimate objects, vehicles, and robots are not affected by this trait.
Unwieldy: A fighter who uses an Unwieldy weapon to shoot in ranged combat
treats the Shoot action as a Double action. A fighter
who uses an Unwieldy melee weapon in close combat cannot use a second weapon at the same time.
Unwieldy weapons take up two weapon slots, and other fighters gain +1 to Detect this fighter.